// node_modules/three/build/three.core.js
var REVISION = "182";
var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
var CullFaceNone = 0;
var CullFaceBack = 1;
var CullFaceFront = 2;
var CullFaceFrontBack = 3;
var BasicShadowMap = 0;
var PCFShadowMap = 1;
var PCFSoftShadowMap = 2;
var VSMShadowMap = 3;
var FrontSide = 0;
var BackSide = 1;
var DoubleSide = 2;
var NoBlending = 0;
var NormalBlending = 1;
var AdditiveBlending = 2;
var SubtractiveBlending = 3;
var MultiplyBlending = 4;
var CustomBlending = 5;
var AddEquation = 100;
var SubtractEquation = 101;
var ReverseSubtractEquation = 102;
var MinEquation = 103;
var MaxEquation = 104;
var ZeroFactor = 200;
var OneFactor = 201;
var SrcColorFactor = 202;
var OneMinusSrcColorFactor = 203;
var SrcAlphaFactor = 204;
var OneMinusSrcAlphaFactor = 205;
var DstAlphaFactor = 206;
var OneMinusDstAlphaFactor = 207;
var DstColorFactor = 208;
var OneMinusDstColorFactor = 209;
var SrcAlphaSaturateFactor = 210;
var ConstantColorFactor = 211;
var OneMinusConstantColorFactor = 212;
var ConstantAlphaFactor = 213;
var OneMinusConstantAlphaFactor = 214;
var NeverDepth = 0;
var AlwaysDepth = 1;
var LessDepth = 2;
var LessEqualDepth = 3;
var EqualDepth = 4;
var GreaterEqualDepth = 5;
var GreaterDepth = 6;
var NotEqualDepth = 7;
var MultiplyOperation = 0;
var MixOperation = 1;
var AddOperation = 2;
var NoToneMapping = 0;
var LinearToneMapping = 1;
var ReinhardToneMapping = 2;
var CineonToneMapping = 3;
var ACESFilmicToneMapping = 4;
var CustomToneMapping = 5;
var AgXToneMapping = 6;
var NeutralToneMapping = 7;
var AttachedBindMode = "attached";
var DetachedBindMode = "detached";
var UVMapping = 300;
var CubeReflectionMapping = 301;
var CubeRefractionMapping = 302;
var EquirectangularReflectionMapping = 303;
var EquirectangularRefractionMapping = 304;
var CubeUVReflectionMapping = 306;
var RepeatWrapping = 1e3;
var ClampToEdgeWrapping = 1001;
var MirroredRepeatWrapping = 1002;
var NearestFilter = 1003;
var NearestMipmapNearestFilter = 1004;
var NearestMipMapNearestFilter = 1004;
var NearestMipmapLinearFilter = 1005;
var NearestMipMapLinearFilter = 1005;
var LinearFilter = 1006;
var LinearMipmapNearestFilter = 1007;
var LinearMipMapNearestFilter = 1007;
var LinearMipmapLinearFilter = 1008;
var LinearMipMapLinearFilter = 1008;
var UnsignedByteType = 1009;
var ByteType = 1010;
var ShortType = 1011;
var UnsignedShortType = 1012;
var IntType = 1013;
var UnsignedIntType = 1014;
var FloatType = 1015;
var HalfFloatType = 1016;
var UnsignedShort4444Type = 1017;
var UnsignedShort5551Type = 1018;
var UnsignedInt248Type = 1020;
var UnsignedInt5999Type = 35902;
var UnsignedInt101111Type = 35899;
var AlphaFormat = 1021;
var RGBFormat = 1022;
var RGBAFormat = 1023;
var DepthFormat = 1026;
var DepthStencilFormat = 1027;
var RedFormat = 1028;
var RedIntegerFormat = 1029;
var RGFormat = 1030;
var RGIntegerFormat = 1031;
var RGBIntegerFormat = 1032;
var RGBAIntegerFormat = 1033;
var RGB_S3TC_DXT1_Format = 33776;
var RGBA_S3TC_DXT1_Format = 33777;
var RGBA_S3TC_DXT3_Format = 33778;
var RGBA_S3TC_DXT5_Format = 33779;
var RGB_PVRTC_4BPPV1_Format = 35840;
var RGB_PVRTC_2BPPV1_Format = 35841;
var RGBA_PVRTC_4BPPV1_Format = 35842;
var RGBA_PVRTC_2BPPV1_Format = 35843;
var RGB_ETC1_Format = 36196;
var RGB_ETC2_Format = 37492;
var RGBA_ETC2_EAC_Format = 37496;
var R11_EAC_Format = 37488;
var SIGNED_R11_EAC_Format = 37489;
var RG11_EAC_Format = 37490;
var SIGNED_RG11_EAC_Format = 37491;
var RGBA_ASTC_4x4_Format = 37808;
var RGBA_ASTC_5x4_Format = 37809;
var RGBA_ASTC_5x5_Format = 37810;
var RGBA_ASTC_6x5_Format = 37811;
var RGBA_ASTC_6x6_Format = 37812;
var RGBA_ASTC_8x5_Format = 37813;
var RGBA_ASTC_8x6_Format = 37814;
var RGBA_ASTC_8x8_Format = 37815;
var RGBA_ASTC_10x5_Format = 37816;
var RGBA_ASTC_10x6_Format = 37817;
var RGBA_ASTC_10x8_Format = 37818;
var RGBA_ASTC_10x10_Format = 37819;
var RGBA_ASTC_12x10_Format = 37820;
var RGBA_ASTC_12x12_Format = 37821;
var RGBA_BPTC_Format = 36492;
var RGB_BPTC_SIGNED_Format = 36494;
var RGB_BPTC_UNSIGNED_Format = 36495;
var RED_RGTC1_Format = 36283;
var SIGNED_RED_RGTC1_Format = 36284;
var RED_GREEN_RGTC2_Format = 36285;
var SIGNED_RED_GREEN_RGTC2_Format = 36286;
var LoopOnce = 2200;
var LoopRepeat = 2201;
var LoopPingPong = 2202;
var InterpolateDiscrete = 2300;
var InterpolateLinear = 2301;
var InterpolateSmooth = 2302;
var ZeroCurvatureEnding = 2400;
var ZeroSlopeEnding = 2401;
var WrapAroundEnding = 2402;
var NormalAnimationBlendMode = 2500;
var AdditiveAnimationBlendMode = 2501;
var TrianglesDrawMode = 0;
var TriangleStripDrawMode = 1;
var TriangleFanDrawMode = 2;
var BasicDepthPacking = 3200;
var RGBADepthPacking = 3201;
var RGBDepthPacking = 3202;
var RGDepthPacking = 3203;
var TangentSpaceNormalMap = 0;
var ObjectSpaceNormalMap = 1;
var NoColorSpace = "";
var SRGBColorSpace = "srgb";
var LinearSRGBColorSpace = "srgb-linear";
var LinearTransfer = "linear";
var SRGBTransfer = "srgb";
var NoNormalPacking = "";
var NormalRGPacking = "rg";
var NormalGAPacking = "ga";
var ZeroStencilOp = 0;
var KeepStencilOp = 7680;
var ReplaceStencilOp = 7681;
var IncrementStencilOp = 7682;
var DecrementStencilOp = 7683;
var IncrementWrapStencilOp = 34055;
var DecrementWrapStencilOp = 34056;
var InvertStencilOp = 5386;
var NeverStencilFunc = 512;
var LessStencilFunc = 513;
var EqualStencilFunc = 514;
var LessEqualStencilFunc = 515;
var GreaterStencilFunc = 516;
var NotEqualStencilFunc = 517;
var GreaterEqualStencilFunc = 518;
var AlwaysStencilFunc = 519;
var NeverCompare = 512;
var LessCompare = 513;
var EqualCompare = 514;
var LessEqualCompare = 515;
var GreaterCompare = 516;
var NotEqualCompare = 517;
var GreaterEqualCompare = 518;
var AlwaysCompare = 519;
var StaticDrawUsage = 35044;
var DynamicDrawUsage = 35048;
var StreamDrawUsage = 35040;
var StaticReadUsage = 35045;
var DynamicReadUsage = 35049;
var StreamReadUsage = 35041;
var StaticCopyUsage = 35046;
var DynamicCopyUsage = 35050;
var StreamCopyUsage = 35042;
var GLSL1 = "100";
var GLSL3 = "300 es";
var WebGLCoordinateSystem = 2e3;
var WebGPUCoordinateSystem = 2001;
var TimestampQuery = {
  COMPUTE: "compute",
  RENDER: "render"
};
var InterpolationSamplingType = {
  PERSPECTIVE: "perspective",
  LINEAR: "linear",
  FLAT: "flat"
};
var InterpolationSamplingMode = {
  NORMAL: "normal",
  CENTROID: "centroid",
  SAMPLE: "sample",
  FIRST: "first",
  EITHER: "either"
};
function arrayNeedsUint32(array) {
  for (let i = array.length - 1; i >= 0; --i) {
    if (array[i] >= 65535) return true;
  }
  return false;
}
var TYPED_ARRAYS = {
  Int8Array,
  Uint8Array,
  Uint8ClampedArray,
  Int16Array,
  Uint16Array,
  Int32Array,
  Uint32Array,
  Float32Array,
  Float64Array
};
function getTypedArray(type, buffer) {
  return new TYPED_ARRAYS[type](buffer);
}
function isTypedArray(array) {
  return ArrayBuffer.isView(array) && !(array instanceof DataView);
}
function createElementNS(name) {
  return document.createElementNS("http://www.w3.org/1999/xhtml", name);
}
function createCanvasElement() {
  const canvas = createElementNS("canvas");
  canvas.style.display = "block";
  return canvas;
}
var _cache = {};
var _setConsoleFunction = null;
function setConsoleFunction(fn) {
  _setConsoleFunction = fn;
}
function getConsoleFunction() {
  return _setConsoleFunction;
}
function log(...params) {
  const message = "THREE." + params.shift();
  if (_setConsoleFunction) {
    _setConsoleFunction("log", message, ...params);
  } else {
    console.log(message, ...params);
  }
}
function warn(...params) {
  const message = "THREE." + params.shift();
  if (_setConsoleFunction) {
    _setConsoleFunction("warn", message, ...params);
  } else {
    console.warn(message, ...params);
  }
}
function error(...params) {
  const message = "THREE." + params.shift();
  if (_setConsoleFunction) {
    _setConsoleFunction("error", message, ...params);
  } else {
    console.error(message, ...params);
  }
}
function warnOnce(...params) {
  const message = params.join(" ");
  if (message in _cache) return;
  _cache[message] = true;
  warn(...params);
}
function probeAsync(gl, sync, interval) {
  return new Promise(function(resolve, reject) {
    function probe() {
      switch (gl.clientWaitSync(sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0)) {
        case gl.WAIT_FAILED:
          reject();
          break;
        case gl.TIMEOUT_EXPIRED:
          setTimeout(probe, interval);
          break;
        default:
          resolve();
      }
    }
    setTimeout(probe, interval);
  });
}
var EventDispatcher = class {
  /**
   * Adds the given event listener to the given event type.
   *
   * @param {string} type - The type of event to listen to.
   * @param {Function} listener - The function that gets called when the event is fired.
   */
  addEventListener(type, listener) {
    if (this._listeners === void 0) this._listeners = {};
    const listeners = this._listeners;
    if (listeners[type] === void 0) {
      listeners[type] = [];
    }
    if (listeners[type].indexOf(listener) === -1) {
      listeners[type].push(listener);
    }
  }
  /**
   * Returns `true` if the given event listener has been added to the given event type.
   *
   * @param {string} type - The type of event.
   * @param {Function} listener - The listener to check.
   * @return {boolean} Whether the given event listener has been added to the given event type.
   */
  hasEventListener(type, listener) {
    const listeners = this._listeners;
    if (listeners === void 0) return false;
    return listeners[type] !== void 0 && listeners[type].indexOf(listener) !== -1;
  }
  /**
   * Removes the given event listener from the given event type.
   *
   * @param {string} type - The type of event.
   * @param {Function} listener - The listener to remove.
   */
  removeEventListener(type, listener) {
    const listeners = this._listeners;
    if (listeners === void 0) return;
    const listenerArray = listeners[type];
    if (listenerArray !== void 0) {
      const index = listenerArray.indexOf(listener);
      if (index !== -1) {
        listenerArray.splice(index, 1);
      }
    }
  }
  /**
   * Dispatches an event object.
   *
   * @param {Object} event - The event that gets fired.
   */
  dispatchEvent(event) {
    const listeners = this._listeners;
    if (listeners === void 0) return;
    const listenerArray = listeners[event.type];
    if (listenerArray !== void 0) {
      event.target = this;
      const array = listenerArray.slice(0);
      for (let i = 0, l = array.length; i < l; i++) {
        array[i].call(this, event);
      }
      event.target = null;
    }
  }
};
var _lut = ["00", "01", "02", "03", "04", "05", "06", "07", "08", "09", "0a", "0b", "0c", "0d", "0e", "0f", "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", "1a", "1b", "1c", "1d", "1e", "1f", "20", "21", "22", "23", "24", "25", "26", "27", "28", "29", "2a", "2b", "2c", "2d", "2e", "2f", "30", "31", "32", "33", "34", "35", "36", "37", "38", "39", "3a", "3b", "3c", "3d", "3e", "3f", "40", "41", "42", "43", "44", "45", "46", "47", "48", "49", "4a", "4b", "4c", "4d", "4e", "4f", "50", "51", "52", "53", "54", "55", "56", "57", "58", "59", "5a", "5b", "5c", "5d", "5e", "5f", "60", "61", "62", "63", "64", "65", "66", "67", "68", "69", "6a", "6b", "6c", "6d", "6e", "6f", "70", "71", "72", "73", "74", "75", "76", "77", "78", "79", "7a", "7b", "7c", "7d", "7e", "7f", "80", "81", "82", "83", "84", "85", "86", "87", "88", "89", "8a", "8b", "8c", "8d", "8e", "8f", "90", "91", "92", "93", "94", "95", "96", "97", "98", "99", "9a", "9b", "9c", "9d", "9e", "9f", "a0", "a1", "a2", "a3", "a4", "a5", "a6", "a7", "a8", "a9", "aa", "ab", "ac", "ad", "ae", "af", "b0", "b1", "b2", "b3", "b4", "b5", "b6", "b7", "b8", "b9", "ba", "bb", "bc", "bd", "be", "bf", "c0", "c1", "c2", "c3", "c4", "c5", "c6", "c7", "c8", "c9", "ca", "cb", "cc", "cd", "ce", "cf", "d0", "d1", "d2", "d3", "d4", "d5", "d6", "d7", "d8", "d9", "da", "db", "dc", "dd", "de", "df", "e0", "e1", "e2", "e3", "e4", "e5", "e6", "e7", "e8", "e9", "ea", "eb", "ec", "ed", "ee", "ef", "f0", "f1", "f2", "f3", "f4", "f5", "f6", "f7", "f8", "f9", "fa", "fb", "fc", "fd", "fe", "ff"];
var _seed = 1234567;
var DEG2RAD = Math.PI / 180;
var RAD2DEG = 180 / Math.PI;
function generateUUID() {
  const d0 = Math.random() * 4294967295 | 0;
  const d1 = Math.random() * 4294967295 | 0;
  const d2 = Math.random() * 4294967295 | 0;
  const d3 = Math.random() * 4294967295 | 0;
  const uuid = _lut[d0 & 255] + _lut[d0 >> 8 & 255] + _lut[d0 >> 16 & 255] + _lut[d0 >> 24 & 255] + "-" + _lut[d1 & 255] + _lut[d1 >> 8 & 255] + "-" + _lut[d1 >> 16 & 15 | 64] + _lut[d1 >> 24 & 255] + "-" + _lut[d2 & 63 | 128] + _lut[d2 >> 8 & 255] + "-" + _lut[d2 >> 16 & 255] + _lut[d2 >> 24 & 255] + _lut[d3 & 255] + _lut[d3 >> 8 & 255] + _lut[d3 >> 16 & 255] + _lut[d3 >> 24 & 255];
  return uuid.toLowerCase();
}
function clamp(value, min, max) {
  return Math.max(min, Math.min(max, value));
}
function euclideanModulo(n, m) {
  return (n % m + m) % m;
}
function mapLinear(x, a1, a2, b1, b2) {
  return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
}
function inverseLerp(x, y, value) {
  if (x !== y) {
    return (value - x) / (y - x);
  } else {
    return 0;
  }
}
function lerp(x, y, t) {
  return (1 - t) * x + t * y;
}
function damp(x, y, lambda, dt) {
  return lerp(x, y, 1 - Math.exp(-lambda * dt));
}
function pingpong(x, length = 1) {
  return length - Math.abs(euclideanModulo(x, length * 2) - length);
}
function smoothstep(x, min, max) {
  if (x <= min) return 0;
  if (x >= max) return 1;
  x = (x - min) / (max - min);
  return x * x * (3 - 2 * x);
}
function smootherstep(x, min, max) {
  if (x <= min) return 0;
  if (x >= max) return 1;
  x = (x - min) / (max - min);
  return x * x * x * (x * (x * 6 - 15) + 10);
}
function randInt(low, high) {
  return low + Math.floor(Math.random() * (high - low + 1));
}
function randFloat(low, high) {
  return low + Math.random() * (high - low);
}
function randFloatSpread(range) {
  return range * (0.5 - Math.random());
}
function seededRandom(s) {
  if (s !== void 0) _seed = s;
  let t = _seed += 1831565813;
  t = Math.imul(t ^ t >>> 15, t | 1);
  t ^= t + Math.imul(t ^ t >>> 7, t | 61);
  return ((t ^ t >>> 14) >>> 0) / 4294967296;
}
function degToRad(degrees) {
  return degrees * DEG2RAD;
}
function radToDeg(radians) {
  return radians * RAD2DEG;
}
function isPowerOfTwo(value) {
  return (value & value - 1) === 0 && value !== 0;
}
function ceilPowerOfTwo(value) {
  return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
}
function floorPowerOfTwo(value) {
  return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
}
function setQuaternionFromProperEuler(q, a, b, c, order) {
  const cos = Math.cos;
  const sin = Math.sin;
  const c2 = cos(b / 2);
  const s2 = sin(b / 2);
  const c13 = cos((a + c) / 2);
  const s13 = sin((a + c) / 2);
  const c1_3 = cos((a - c) / 2);
  const s1_3 = sin((a - c) / 2);
  const c3_1 = cos((c - a) / 2);
  const s3_1 = sin((c - a) / 2);
  switch (order) {
    case "XYX":
      q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
      break;
    case "YZY":
      q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
      break;
    case "ZXZ":
      q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
      break;
    case "XZX":
      q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
      break;
    case "YXY":
      q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
      break;
    case "ZYZ":
      q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
      break;
    default:
      warn("MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: " + order);
  }
}
function denormalize(value, array) {
  switch (array.constructor) {
    case Float32Array:
      return value;
    case Uint32Array:
      return value / 4294967295;
    case Uint16Array:
      return value / 65535;
    case Uint8Array:
      return value / 255;
    case Int32Array:
      return Math.max(value / 2147483647, -1);
    case Int16Array:
      return Math.max(value / 32767, -1);
    case Int8Array:
      return Math.max(value / 127, -1);
    default:
      throw new Error("Invalid component type.");
  }
}
function normalize(value, array) {
  switch (array.constructor) {
    case Float32Array:
      return value;
    case Uint32Array:
      return Math.round(value * 4294967295);
    case Uint16Array:
      return Math.round(value * 65535);
    case Uint8Array:
      return Math.round(value * 255);
    case Int32Array:
      return Math.round(value * 2147483647);
    case Int16Array:
      return Math.round(value * 32767);
    case Int8Array:
      return Math.round(value * 127);
    default:
      throw new Error("Invalid component type.");
  }
}
var MathUtils = {
  DEG2RAD,
  RAD2DEG,
  /**
   * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
   * (universally unique identifier).
   *
   * @static
   * @method
   * @return {string} The UUID.
   */
  generateUUID,
  /**
   * Clamps the given value between min and max.
   *
   * @static
   * @method
   * @param {number} value - The value to clamp.
   * @param {number} min - The min value.
   * @param {number} max - The max value.
   * @return {number} The clamped value.
   */
  clamp,
  /**
   * Computes the Euclidean modulo of the given parameters that
   * is `( ( n % m ) + m ) % m`.
   *
   * @static
   * @method
   * @param {number} n - The first parameter.
   * @param {number} m - The second parameter.
   * @return {number} The Euclidean modulo.
   */
  euclideanModulo,
  /**
   * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
   * for the given value.
   *
   * @static
   * @method
   * @param {number} x - The value to be mapped.
   * @param {number} a1 - Minimum value for range A.
   * @param {number} a2 - Maximum value for range A.
   * @param {number} b1 - Minimum value for range B.
   * @param {number} b2 - Maximum value for range B.
   * @return {number} The mapped value.
   */
  mapLinear,
  /**
   * Returns the percentage in the closed interval `[0, 1]` of the given value
   * between the start and end point.
   *
   * @static
   * @method
   * @param {number} x - The start point
   * @param {number} y - The end point.
   * @param {number} value - A value between start and end.
   * @return {number} The interpolation factor.
   */
  inverseLerp,
  /**
   * Returns a value linearly interpolated from two known points based on the given interval -
   * `t = 0` will return `x` and `t = 1` will return `y`.
   *
   * @static
   * @method
   * @param {number} x - The start point
   * @param {number} y - The end point.
   * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
   * @return {number} The interpolated value.
   */
  lerp,
  /**
   * Smoothly interpolate a number from `x` to `y` in  a spring-like manner using a delta
   * time to maintain frame rate independent movement. For details, see
   * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
   *
   * @static
   * @method
   * @param {number} x - The current point.
   * @param {number} y - The target point.
   * @param {number} lambda - A higher lambda value will make the movement more sudden,
   * and a lower value will make the movement more gradual.
   * @param {number} dt - Delta time in seconds.
   * @return {number} The interpolated value.
   */
  damp,
  /**
   * Returns a value that alternates between `0` and the given `length` parameter.
   *
   * @static
   * @method
   * @param {number} x - The value to pingpong.
   * @param {number} [length=1] - The positive value the function will pingpong to.
   * @return {number} The alternated value.
   */
  pingpong,
  /**
   * Returns a value in the range `[0,1]` that represents the percentage that `x` has
   * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
   * the `min` and `max`.
   *
   * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
   *
   * @static
   * @method
   * @param {number} x - The value to evaluate based on its position between min and max.
   * @param {number} min - The min value. Any x value below min will be `0`.
   * @param {number} max - The max value. Any x value above max will be `1`.
   * @return {number} The alternated value.
   */
  smoothstep,
  /**
   * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
   * that has zero 1st and 2nd order derivatives at x=0 and x=1.
   *
   * @static
   * @method
   * @param {number} x - The value to evaluate based on its position between min and max.
   * @param {number} min - The min value. Any x value below min will be `0`.
   * @param {number} max - The max value. Any x value above max will be `1`.
   * @return {number} The alternated value.
   */
  smootherstep,
  /**
   * Returns a random integer from `<low, high>` interval.
   *
   * @static
   * @method
   * @param {number} low - The lower value boundary.
   * @param {number} high - The upper value boundary
   * @return {number} A random integer.
   */
  randInt,
  /**
   * Returns a random float from `<low, high>` interval.
   *
   * @static
   * @method
   * @param {number} low - The lower value boundary.
   * @param {number} high - The upper value boundary
   * @return {number} A random float.
   */
  randFloat,
  /**
   * Returns a random integer from `<-range/2, range/2>` interval.
   *
   * @static
   * @method
   * @param {number} range - Defines the value range.
   * @return {number} A random float.
   */
  randFloatSpread,
  /**
   * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
   *
   * @static
   * @method
   * @param {number} [s] - The integer seed.
   * @return {number} A random float.
   */
  seededRandom,
  /**
   * Converts degrees to radians.
   *
   * @static
   * @method
   * @param {number} degrees - A value in degrees.
   * @return {number} The converted value in radians.
   */
  degToRad,
  /**
   * Converts radians to degrees.
   *
   * @static
   * @method
   * @param {number} radians - A value in radians.
   * @return {number} The converted value in degrees.
   */
  radToDeg,
  /**
   * Returns `true` if the given number is a power of two.
   *
   * @static
   * @method
   * @param {number} value - The value to check.
   * @return {boolean} Whether the given number is a power of two or not.
   */
  isPowerOfTwo,
  /**
   * Returns the smallest power of two that is greater than or equal to the given number.
   *
   * @static
   * @method
   * @param {number} value - The value to find a POT for.
   * @return {number} The smallest power of two that is greater than or equal to the given number.
   */
  ceilPowerOfTwo,
  /**
   * Returns the largest power of two that is less than or equal to the given number.
   *
   * @static
   * @method
   * @param {number} value - The value to find a POT for.
   * @return {number} The largest power of two that is less than or equal to the given number.
   */
  floorPowerOfTwo,
  /**
   * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
   * defined by the given angles and order.
   *
   * Rotations are applied to the axes in the order specified by order:
   * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
   *
   * @static
   * @method
   * @param {Quaternion} q - The quaternion to set.
   * @param {number} a - The rotation applied to the first axis, in radians.
   * @param {number} b - The rotation applied to the second axis, in radians.
   * @param {number} c - The rotation applied to the third axis, in radians.
   * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
   */
  setQuaternionFromProperEuler,
  /**
   * Normalizes the given value according to the given typed array.
   *
   * @static
   * @method
   * @param {number} value - The float value in the range `[0,1]` to normalize.
   * @param {TypedArray} array - The typed array that defines the data type of the value.
   * @return {number} The normalize value.
   */
  normalize,
  /**
   * Denormalizes the given value according to the given typed array.
   *
   * @static
   * @method
   * @param {number} value - The value to denormalize.
   * @param {TypedArray} array - The typed array that defines the data type of the value.
   * @return {number} The denormalize (float) value in the range `[0,1]`.
   */
  denormalize
};
var Vector2 = class _Vector2 {
  /**
   * Constructs a new 2D vector.
   *
   * @param {number} [x=0] - The x value of this vector.
   * @param {number} [y=0] - The y value of this vector.
   */
  constructor(x = 0, y = 0) {
    _Vector2.prototype.isVector2 = true;
    this.x = x;
    this.y = y;
  }
  /**
   * Alias for {@link Vector2#x}.
   *
   * @type {number}
   */
  get width() {
    return this.x;
  }
  set width(value) {
    this.x = value;
  }
  /**
   * Alias for {@link Vector2#y}.
   *
   * @type {number}
   */
  get height() {
    return this.y;
  }
  set height(value) {
    this.y = value;
  }
  /**
   * Sets the vector components.
   *
   * @param {number} x - The value of the x component.
   * @param {number} y - The value of the y component.
   * @return {Vector2} A reference to this vector.
   */
  set(x, y) {
    this.x = x;
    this.y = y;
    return this;
  }
  /**
   * Sets the vector components to the same value.
   *
   * @param {number} scalar - The value to set for all vector components.
   * @return {Vector2} A reference to this vector.
   */
  setScalar(scalar) {
    this.x = scalar;
    this.y = scalar;
    return this;
  }
  /**
   * Sets the vector's x component to the given value
   *
   * @param {number} x - The value to set.
   * @return {Vector2} A reference to this vector.
   */
  setX(x) {
    this.x = x;
    return this;
  }
  /**
   * Sets the vector's y component to the given value
   *
   * @param {number} y - The value to set.
   * @return {Vector2} A reference to this vector.
   */
  setY(y) {
    this.y = y;
    return this;
  }
  /**
   * Allows to set a vector component with an index.
   *
   * @param {number} index - The component index. `0` equals to x, `1` equals to y.
   * @param {number} value - The value to set.
   * @return {Vector2} A reference to this vector.
   */
  setComponent(index, value) {
    switch (index) {
      case 0:
        this.x = value;
        break;
      case 1:
        this.y = value;
        break;
      default:
        throw new Error("index is out of range: " + index);
    }
    return this;
  }
  /**
   * Returns the value of the vector component which matches the given index.
   *
   * @param {number} index - The component index. `0` equals to x, `1` equals to y.
   * @return {number} A vector component value.
   */
  getComponent(index) {
    switch (index) {
      case 0:
        return this.x;
      case 1:
        return this.y;
      default:
        throw new Error("index is out of range: " + index);
    }
  }
  /**
   * Returns a new vector with copied values from this instance.
   *
   * @return {Vector2} A clone of this instance.
   */
  clone() {
    return new this.constructor(this.x, this.y);
  }
  /**
   * Copies the values of the given vector to this instance.
   *
   * @param {Vector2} v - The vector to copy.
   * @return {Vector2} A reference to this vector.
   */
  copy(v) {
    this.x = v.x;
    this.y = v.y;
    return this;
  }
  /**
   * Adds the given vector to this instance.
   *
   * @param {Vector2} v - The vector to add.
   * @return {Vector2} A reference to this vector.
   */
  add(v) {
    this.x += v.x;
    this.y += v.y;
    return this;
  }
  /**
   * Adds the given scalar value to all components of this instance.
   *
   * @param {number} s - The scalar to add.
   * @return {Vector2} A reference to this vector.
   */
  addScalar(s) {
    this.x += s;
    this.y += s;
    return this;
  }
  /**
   * Adds the given vectors and stores the result in this instance.
   *
   * @param {Vector2} a - The first vector.
   * @param {Vector2} b - The second vector.
   * @return {Vector2} A reference to this vector.
   */
  addVectors(a, b) {
    this.x = a.x + b.x;
    this.y = a.y + b.y;
    return this;
  }
  /**
   * Adds the given vector scaled by the given factor to this instance.
   *
   * @param {Vector2} v - The vector.
   * @param {number} s - The factor that scales `v`.
   * @return {Vector2} A reference to this vector.
   */
  addScaledVector(v, s) {
    this.x += v.x * s;
    this.y += v.y * s;
    return this;
  }
  /**
   * Subtracts the given vector from this instance.
   *
   * @param {Vector2} v - The vector to subtract.
   * @return {Vector2} A reference to this vector.
   */
  sub(v) {
    this.x -= v.x;
    this.y -= v.y;
    return this;
  }
  /**
   * Subtracts the given scalar value from all components of this instance.
   *
   * @param {number} s - The scalar to subtract.
   * @return {Vector2} A reference to this vector.
   */
  subScalar(s) {
    this.x -= s;
    this.y -= s;
    return this;
  }
  /**
   * Subtracts the given vectors and stores the result in this instance.
   *
   * @param {Vector2} a - The first vector.
   * @param {Vector2} b - The second vector.
   * @return {Vector2} A reference to this vector.
   */
  subVectors(a, b) {
    this.x = a.x - b.x;
    this.y = a.y - b.y;
    return this;
  }
  /**
   * Multiplies the given vector with this instance.
   *
   * @param {Vector2} v - The vector to multiply.
   * @return {Vector2} A reference to this vector.
   */
  multiply(v) {
    this.x *= v.x;
    this.y *= v.y;
    return this;
  }
  /**
   * Multiplies the given scalar value with all components of this instance.
   *
   * @param {number} scalar - The scalar to multiply.
   * @return {Vector2} A reference to this vector.
   */
  multiplyScalar(scalar) {
    this.x *= scalar;
    this.y *= scalar;
    return this;
  }
  /**
   * Divides this instance by the given vector.
   *
   * @param {Vector2} v - The vector to divide.
   * @return {Vector2} A reference to this vector.
   */
  divide(v) {
    this.x /= v.x;
    this.y /= v.y;
    return this;
  }
  /**
   * Divides this vector by the given scalar.
   *
   * @param {number} scalar - The scalar to divide.
   * @return {Vector2} A reference to this vector.
   */
  divideScalar(scalar) {
    return this.multiplyScalar(1 / scalar);
  }
  /**
   * Multiplies this vector (with an implicit 1 as the 3rd component) by
   * the given 3x3 matrix.
   *
   * @param {Matrix3} m - The matrix to apply.
   * @return {Vector2} A reference to this vector.
   */
  applyMatrix3(m) {
    const x = this.x, y = this.y;
    const e = m.elements;
    this.x = e[0] * x + e[3] * y + e[6];
    this.y = e[1] * x + e[4] * y + e[7];
    return this;
  }
  /**
   * If this vector's x or y value is greater than the given vector's x or y
   * value, replace that value with the corresponding min value.
   *
   * @param {Vector2} v - The vector.
   * @return {Vector2} A reference to this vector.
   */
  min(v) {
    this.x = Math.min(this.x, v.x);
    this.y = Math.min(this.y, v.y);
    return this;
  }
  /**
   * If this vector's x or y value is less than the given vector's x or y
   * value, replace that value with the corresponding max value.
   *
   * @param {Vector2} v - The vector.
   * @return {Vector2} A reference to this vector.
   */
  max(v) {
    this.x = Math.max(this.x, v.x);
    this.y = Math.max(this.y, v.y);
    return this;
  }
  /**
   * If this vector's x or y value is greater than the max vector's x or y
   * value, it is replaced by the corresponding value.
   * If this vector's x or y value is less than the min vector's x or y value,
   * it is replaced by the corresponding value.
   *
   * @param {Vector2} min - The minimum x and y values.
   * @param {Vector2} max - The maximum x and y values in the desired range.
   * @return {Vector2} A reference to this vector.
   */
  clamp(min, max) {
    this.x = clamp(this.x, min.x, max.x);
    this.y = clamp(this.y, min.y, max.y);
    return this;
  }
  /**
   * If this vector's x or y values are greater than the max value, they are
   * replaced by the max value.
   * If this vector's x or y values are less than the min value, they are
   * replaced by the min value.
   *
   * @param {number} minVal - The minimum value the components will be clamped to.
   * @param {number} maxVal - The maximum value the components will be clamped to.
   * @return {Vector2} A reference to this vector.
   */
  clampScalar(minVal, maxVal) {
    this.x = clamp(this.x, minVal, maxVal);
    this.y = clamp(this.y, minVal, maxVal);
    return this;
  }
  /**
   * If this vector's length is greater than the max value, it is replaced by
   * the max value.
   * If this vector's length is less than the min value, it is replaced by the
   * min value.
   *
   * @param {number} min - The minimum value the vector length will be clamped to.
   * @param {number} max - The maximum value the vector length will be clamped to.
   * @return {Vector2} A reference to this vector.
   */
  clampLength(min, max) {
    const length = this.length();
    return this.divideScalar(length || 1).multiplyScalar(clamp(length, min, max));
  }
  /**
   * The components of this vector are rounded down to the nearest integer value.
   *
   * @return {Vector2} A reference to this vector.
   */
  floor() {
    this.x = Math.floor(this.x);
    this.y = Math.floor(this.y);
    return this;
  }
  /**
   * The components of this vector are rounded up to the nearest integer value.
   *
   * @return {Vector2} A reference to this vector.
   */
  ceil() {
    this.x = Math.ceil(this.x);
    this.y = Math.ceil(this.y);
    return this;
  }
  /**
   * The components of this vector are rounded to the nearest integer value
   *
   * @return {Vector2} A reference to this vector.
   */
  round() {
    this.x = Math.round(this.x);
    this.y = Math.round(this.y);
    return this;
  }
  /**
   * The components of this vector are rounded towards zero (up if negative,
   * down if positive) to an integer value.
   *
   * @return {Vector2} A reference to this vector.
   */
  roundToZero() {
    this.x = Math.trunc(this.x);
    this.y = Math.trunc(this.y);
    return this;
  }
  /**
   * Inverts this vector - i.e. sets x = -x and y = -y.
   *
   * @return {Vector2} A reference to this vector.
   */
  negate() {
    this.x = -this.x;
    this.y = -this.y;
    return this;
  }
  /**
   * Calculates the dot product of the given vector with this instance.
   *
   * @param {Vector2} v - The vector to compute the dot product with.
   * @return {number} The result of the dot product.
   */
  dot(v) {
    return this.x * v.x + this.y * v.y;
  }
  /**
   * Calculates the cross product of the given vector with this instance.
   *
   * @param {Vector2} v - The vector to compute the cross product with.
   * @return {number} The result of the cross product.
   */
  cross(v) {
    return this.x * v.y - this.y * v.x;
  }
  /**
   * Computes the square of the Euclidean length (straight-line length) from
   * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
   * compare the length squared instead as it is slightly more efficient to calculate.
   *
   * @return {number} The square length of this vector.
   */
  lengthSq() {
    return this.x * this.x + this.y * this.y;
  }
  /**
   * Computes the  Euclidean length (straight-line length) from (0, 0) to (x, y).
   *
   * @return {number} The length of this vector.
   */
  length() {
    return Math.sqrt(this.x * this.x + this.y * this.y);
  }
  /**
   * Computes the Manhattan length of this vector.
   *
   * @return {number} The length of this vector.
   */
  manhattanLength() {
    return Math.abs(this.x) + Math.abs(this.y);
  }
  /**
   * Converts this vector to a unit vector - that is, sets it equal to a vector
   * with the same direction as this one, but with a vector length of `1`.
   *
   * @return {Vector2} A reference to this vector.
   */
  normalize() {
    return this.divideScalar(this.length() || 1);
  }
  /**
   * Computes the angle in radians of this vector with respect to the positive x-axis.
   *
   * @return {number} The angle in radians.
   */
  angle() {
    const angle = Math.atan2(-this.y, -this.x) + Math.PI;
    return angle;
  }
  /**
   * Returns the angle between the given vector and this instance in radians.
   *
   * @param {Vector2} v - The vector to compute the angle with.
   * @return {number} The angle in radians.
   */
  angleTo(v) {
    const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
    if (denominator === 0) return Math.PI / 2;
    const theta = this.dot(v) / denominator;
    return Math.acos(clamp(theta, -1, 1));
  }
  /**
   * Computes the distance from the given vector to this instance.
   *
   * @param {Vector2} v - The vector to compute the distance to.
   * @return {number} The distance.
   */
  distanceTo(v) {
    return Math.sqrt(this.distanceToSquared(v));
  }
  /**
   * Computes the squared distance from the given vector to this instance.
   * If you are just comparing the distance with another distance, you should compare
   * the distance squared instead as it is slightly more efficient to calculate.
   *
   * @param {Vector2} v - The vector to compute the squared distance to.
   * @return {number} The squared distance.
   */
  distanceToSquared(v) {
    const dx = this.x - v.x, dy = this.y - v.y;
    return dx * dx + dy * dy;
  }
  /**
   * Computes the Manhattan distance from the given vector to this instance.
   *
   * @param {Vector2} v - The vector to compute the Manhattan distance to.
   * @return {number} The Manhattan distance.
   */
  manhattanDistanceTo(v) {
    return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
  }
  /**
   * Sets this vector to a vector with the same direction as this one, but
   * with the specified length.
   *
   * @param {number} length - The new length of this vector.
   * @return {Vector2} A reference to this vector.
   */
  setLength(length) {
    return this.normalize().multiplyScalar(length);
  }
  /**
   * Linearly interpolates between the given vector and this instance, where
   * alpha is the percent distance along the line - alpha = 0 will be this
   * vector, and alpha = 1 will be the given one.
   *
   * @param {Vector2} v - The vector to interpolate towards.
   * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
   * @return {Vector2} A reference to this vector.
   */
  lerp(v, alpha) {
    this.x += (v.x - this.x) * alpha;
    this.y += (v.y - this.y) * alpha;
    return this;
  }
  /**
   * Linearly interpolates between the given vectors, where alpha is the percent
   * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
   * be the second one. The result is stored in this instance.
   *
   * @param {Vector2} v1 - The first vector.
   * @param {Vector2} v2 - The second vector.
   * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
   * @return {Vector2} A reference to this vector.
   */
  lerpVectors(v1, v2, alpha) {
    this.x = v1.x + (v2.x - v1.x) * alpha;
    this.y = v1.y + (v2.y - v1.y) * alpha;
    return this;
  }
  /**
   * Returns `true` if this vector is equal with the given one.
   *
   * @param {Vector2} v - The vector to test for equality.
   * @return {boolean} Whether this vector is equal with the given one.
   */
  equals(v) {
    return v.x === this.x && v.y === this.y;
  }
  /**
   * Sets this vector's x value to be `array[ offset ]` and y
   * value to be `array[ offset + 1 ]`.
   *
   * @param {Array<number>} array - An array holding the vector component values.
   * @param {number} [offset=0] - The offset into the array.
   * @return {Vector2} A reference to this vector.
   */
  fromArray(array, offset = 0) {
    this.x = array[offset];
    this.y = array[offset + 1];
    return this;
  }
  /**
   * Writes the components of this vector to the given array. If no array is provided,
   * the method returns a new instance.
   *
   * @param {Array<number>} [array=[]] - The target array holding the vector components.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Array<number>} The vector components.
   */
  toArray(array = [], offset = 0) {
    array[offset] = this.x;
    array[offset + 1] = this.y;
    return array;
  }
  /**
   * Sets the components of this vector from the given buffer attribute.
   *
   * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
   * @param {number} index - The index into the attribute.
   * @return {Vector2} A reference to this vector.
   */
  fromBufferAttribute(attribute, index) {
    this.x = attribute.getX(index);
    this.y = attribute.getY(index);
    return this;
  }
  /**
   * Rotates this vector around the given center by the given angle.
   *
   * @param {Vector2} center - The point around which to rotate.
   * @param {number} angle - The angle to rotate, in radians.
   * @return {Vector2} A reference to this vector.
   */
  rotateAround(center, angle) {
    const c = Math.cos(angle), s = Math.sin(angle);
    const x = this.x - center.x;
    const y = this.y - center.y;
    this.x = x * c - y * s + center.x;
    this.y = x * s + y * c + center.y;
    return this;
  }
  /**
   * Sets each component of this vector to a pseudo-random value between `0` and
   * `1`, excluding `1`.
   *
   * @return {Vector2} A reference to this vector.
   */
  random() {
    this.x = Math.random();
    this.y = Math.random();
    return this;
  }
  *[Symbol.iterator]() {
    yield this.x;
    yield this.y;
  }
};
var Quaternion = class {
  /**
   * Constructs a new quaternion.
   *
   * @param {number} [x=0] - The x value of this quaternion.
   * @param {number} [y=0] - The y value of this quaternion.
   * @param {number} [z=0] - The z value of this quaternion.
   * @param {number} [w=1] - The w value of this quaternion.
   */
  constructor(x = 0, y = 0, z = 0, w = 1) {
    this.isQuaternion = true;
    this._x = x;
    this._y = y;
    this._z = z;
    this._w = w;
  }
  /**
   * Interpolates between two quaternions via SLERP. This implementation assumes the
   * quaternion data are managed in flat arrays.
   *
   * @param {Array<number>} dst - The destination array.
   * @param {number} dstOffset - An offset into the destination array.
   * @param {Array<number>} src0 - The source array of the first quaternion.
   * @param {number} srcOffset0 - An offset into the first source array.
   * @param {Array<number>} src1 -  The source array of the second quaternion.
   * @param {number} srcOffset1 - An offset into the second source array.
   * @param {number} t - The interpolation factor in the range `[0,1]`.
   * @see {@link Quaternion#slerp}
   */
  static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
    let x0 = src0[srcOffset0 + 0], y0 = src0[srcOffset0 + 1], z0 = src0[srcOffset0 + 2], w0 = src0[srcOffset0 + 3];
    let x1 = src1[srcOffset1 + 0], y1 = src1[srcOffset1 + 1], z1 = src1[srcOffset1 + 2], w1 = src1[srcOffset1 + 3];
    if (t <= 0) {
      dst[dstOffset + 0] = x0;
      dst[dstOffset + 1] = y0;
      dst[dstOffset + 2] = z0;
      dst[dstOffset + 3] = w0;
      return;
    }
    if (t >= 1) {
      dst[dstOffset + 0] = x1;
      dst[dstOffset + 1] = y1;
      dst[dstOffset + 2] = z1;
      dst[dstOffset + 3] = w1;
      return;
    }
    if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
      let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
      if (dot < 0) {
        x1 = -x1;
        y1 = -y1;
        z1 = -z1;
        w1 = -w1;
        dot = -dot;
      }
      let s = 1 - t;
      if (dot < 0.9995) {
        const theta = Math.acos(dot);
        const sin = Math.sin(theta);
        s = Math.sin(s * theta) / sin;
        t = Math.sin(t * theta) / sin;
        x0 = x0 * s + x1 * t;
        y0 = y0 * s + y1 * t;
        z0 = z0 * s + z1 * t;
        w0 = w0 * s + w1 * t;
      } else {
        x0 = x0 * s + x1 * t;
        y0 = y0 * s + y1 * t;
        z0 = z0 * s + z1 * t;
        w0 = w0 * s + w1 * t;
        const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);
        x0 *= f;
        y0 *= f;
        z0 *= f;
        w0 *= f;
      }
    }
    dst[dstOffset] = x0;
    dst[dstOffset + 1] = y0;
    dst[dstOffset + 2] = z0;
    dst[dstOffset + 3] = w0;
  }
  /**
   * Multiplies two quaternions. This implementation assumes the quaternion data are managed
   * in flat arrays.
   *
   * @param {Array<number>} dst - The destination array.
   * @param {number} dstOffset - An offset into the destination array.
   * @param {Array<number>} src0 - The source array of the first quaternion.
   * @param {number} srcOffset0 - An offset into the first source array.
   * @param {Array<number>} src1 -  The source array of the second quaternion.
   * @param {number} srcOffset1 - An offset into the second source array.
   * @return {Array<number>} The destination array.
   * @see {@link Quaternion#multiplyQuaternions}.
   */
  static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
    const x0 = src0[srcOffset0];
    const y0 = src0[srcOffset0 + 1];
    const z0 = src0[srcOffset0 + 2];
    const w0 = src0[srcOffset0 + 3];
    const x1 = src1[srcOffset1];
    const y1 = src1[srcOffset1 + 1];
    const z1 = src1[srcOffset1 + 2];
    const w1 = src1[srcOffset1 + 3];
    dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
    dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
    dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
    dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
    return dst;
  }
  /**
   * The x value of this quaternion.
   *
   * @type {number}
   * @default 0
   */
  get x() {
    return this._x;
  }
  set x(value) {
    this._x = value;
    this._onChangeCallback();
  }
  /**
   * The y value of this quaternion.
   *
   * @type {number}
   * @default 0
   */
  get y() {
    return this._y;
  }
  set y(value) {
    this._y = value;
    this._onChangeCallback();
  }
  /**
   * The z value of this quaternion.
   *
   * @type {number}
   * @default 0
   */
  get z() {
    return this._z;
  }
  set z(value) {
    this._z = value;
    this._onChangeCallback();
  }
  /**
   * The w value of this quaternion.
   *
   * @type {number}
   * @default 1
   */
  get w() {
    return this._w;
  }
  set w(value) {
    this._w = value;
    this._onChangeCallback();
  }
  /**
   * Sets the quaternion components.
   *
   * @param {number} x - The x value of this quaternion.
   * @param {number} y - The y value of this quaternion.
   * @param {number} z - The z value of this quaternion.
   * @param {number} w - The w value of this quaternion.
   * @return {Quaternion} A reference to this quaternion.
   */
  set(x, y, z, w) {
    this._x = x;
    this._y = y;
    this._z = z;
    this._w = w;
    this._onChangeCallback();
    return this;
  }
  /**
   * Returns a new quaternion with copied values from this instance.
   *
   * @return {Quaternion} A clone of this instance.
   */
  clone() {
    return new this.constructor(this._x, this._y, this._z, this._w);
  }
  /**
   * Copies the values of the given quaternion to this instance.
   *
   * @param {Quaternion} quaternion - The quaternion to copy.
   * @return {Quaternion} A reference to this quaternion.
   */
  copy(quaternion) {
    this._x = quaternion.x;
    this._y = quaternion.y;
    this._z = quaternion.z;
    this._w = quaternion.w;
    this._onChangeCallback();
    return this;
  }
  /**
   * Sets this quaternion from the rotation specified by the given
   * Euler angles.
   *
   * @param {Euler} euler - The Euler angles.
   * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
   * @return {Quaternion} A reference to this quaternion.
   */
  setFromEuler(euler, update = true) {
    const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
    const cos = Math.cos;
    const sin = Math.sin;
    const c1 = cos(x / 2);
    const c2 = cos(y / 2);
    const c3 = cos(z / 2);
    const s1 = sin(x / 2);
    const s2 = sin(y / 2);
    const s3 = sin(z / 2);
    switch (order) {
      case "XYZ":
        this._x = s1 * c2 * c3 + c1 * s2 * s3;
        this._y = c1 * s2 * c3 - s1 * c2 * s3;
        this._z = c1 * c2 * s3 + s1 * s2 * c3;
        this._w = c1 * c2 * c3 - s1 * s2 * s3;
        break;
      case "YXZ":
        this._x = s1 * c2 * c3 + c1 * s2 * s3;
        this._y = c1 * s2 * c3 - s1 * c2 * s3;
        this._z = c1 * c2 * s3 - s1 * s2 * c3;
        this._w = c1 * c2 * c3 + s1 * s2 * s3;
        break;
      case "ZXY":
        this._x = s1 * c2 * c3 - c1 * s2 * s3;
        this._y = c1 * s2 * c3 + s1 * c2 * s3;
        this._z = c1 * c2 * s3 + s1 * s2 * c3;
        this._w = c1 * c2 * c3 - s1 * s2 * s3;
        break;
      case "ZYX":
        this._x = s1 * c2 * c3 - c1 * s2 * s3;
        this._y = c1 * s2 * c3 + s1 * c2 * s3;
        this._z = c1 * c2 * s3 - s1 * s2 * c3;
        this._w = c1 * c2 * c3 + s1 * s2 * s3;
        break;
      case "YZX":
        this._x = s1 * c2 * c3 + c1 * s2 * s3;
        this._y = c1 * s2 * c3 + s1 * c2 * s3;
        this._z = c1 * c2 * s3 - s1 * s2 * c3;
        this._w = c1 * c2 * c3 - s1 * s2 * s3;
        break;
      case "XZY":
        this._x = s1 * c2 * c3 - c1 * s2 * s3;
        this._y = c1 * s2 * c3 - s1 * c2 * s3;
        this._z = c1 * c2 * s3 + s1 * s2 * c3;
        this._w = c1 * c2 * c3 + s1 * s2 * s3;
        break;
      default:
        warn("Quaternion: .setFromEuler() encountered an unknown order: " + order);
    }
    if (update === true) this._onChangeCallback();
    return this;
  }
  /**
   * Sets this quaternion from the given axis and angle.
   *
   * @param {Vector3} axis - The normalized axis.
   * @param {number} angle - The angle in radians.
   * @return {Quaternion} A reference to this quaternion.
   */
  setFromAxisAngle(axis, angle) {
    const halfAngle = angle / 2, s = Math.sin(halfAngle);
    this._x = axis.x * s;
    this._y = axis.y * s;
    this._z = axis.z * s;
    this._w = Math.cos(halfAngle);
    this._onChangeCallback();
    return this;
  }
  /**
   * Sets this quaternion from the given rotation matrix.
   *
   * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
   * @return {Quaternion} A reference to this quaternion.
   */
  setFromRotationMatrix(m) {
    const te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10], trace = m11 + m22 + m33;
    if (trace > 0) {
      const s = 0.5 / Math.sqrt(trace + 1);
      this._w = 0.25 / s;
      this._x = (m32 - m23) * s;
      this._y = (m13 - m31) * s;
      this._z = (m21 - m12) * s;
    } else if (m11 > m22 && m11 > m33) {
      const s = 2 * Math.sqrt(1 + m11 - m22 - m33);
      this._w = (m32 - m23) / s;
      this._x = 0.25 * s;
      this._y = (m12 + m21) / s;
      this._z = (m13 + m31) / s;
    } else if (m22 > m33) {
      const s = 2 * Math.sqrt(1 + m22 - m11 - m33);
      this._w = (m13 - m31) / s;
      this._x = (m12 + m21) / s;
      this._y = 0.25 * s;
      this._z = (m23 + m32) / s;
    } else {
      const s = 2 * Math.sqrt(1 + m33 - m11 - m22);
      this._w = (m21 - m12) / s;
      this._x = (m13 + m31) / s;
      this._y = (m23 + m32) / s;
      this._z = 0.25 * s;
    }
    this._onChangeCallback();
    return this;
  }
  /**
   * Sets this quaternion to the rotation required to rotate the direction vector
   * `vFrom` to the direction vector `vTo`.
   *
   * @param {Vector3} vFrom - The first (normalized) direction vector.
   * @param {Vector3} vTo - The second (normalized) direction vector.
   * @return {Quaternion} A reference to this quaternion.
   */
  setFromUnitVectors(vFrom, vTo) {
    let r = vFrom.dot(vTo) + 1;
    if (r < 1e-8) {
      r = 0;
      if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
        this._x = -vFrom.y;
        this._y = vFrom.x;
        this._z = 0;
        this._w = r;
      } else {
        this._x = 0;
        this._y = -vFrom.z;
        this._z = vFrom.y;
        this._w = r;
      }
    } else {
      this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
      this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
      this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
      this._w = r;
    }
    return this.normalize();
  }
  /**
   * Returns the angle between this quaternion and the given one in radians.
   *
   * @param {Quaternion} q - The quaternion to compute the angle with.
   * @return {number} The angle in radians.
   */
  angleTo(q) {
    return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));
  }
  /**
   * Rotates this quaternion by a given angular step to the given quaternion.
   * The method ensures that the final quaternion will not overshoot `q`.
   *
   * @param {Quaternion} q - The target quaternion.
   * @param {number} step - The angular step in radians.
   * @return {Quaternion} A reference to this quaternion.
   */
  rotateTowards(q, step) {
    const angle = this.angleTo(q);
    if (angle === 0) return this;
    const t = Math.min(1, step / angle);
    this.slerp(q, t);
    return this;
  }
  /**
   * Sets this quaternion to the identity quaternion; that is, to the
   * quaternion that represents "no rotation".
   *
   * @return {Quaternion} A reference to this quaternion.
   */
  identity() {
    return this.set(0, 0, 0, 1);
  }
  /**
   * Inverts this quaternion via {@link Quaternion#conjugate}. The
   * quaternion is assumed to have unit length.
   *
   * @return {Quaternion} A reference to this quaternion.
   */
  invert() {
    return this.conjugate();
  }
  /**
   * Returns the rotational conjugate of this quaternion. The conjugate of a
   * quaternion represents the same rotation in the opposite direction about
   * the rotational axis.
   *
   * @return {Quaternion} A reference to this quaternion.
   */
  conjugate() {
    this._x *= -1;
    this._y *= -1;
    this._z *= -1;
    this._onChangeCallback();
    return this;
  }
  /**
   * Calculates the dot product of this quaternion and the given one.
   *
   * @param {Quaternion} v - The quaternion to compute the dot product with.
   * @return {number} The result of the dot product.
   */
  dot(v) {
    return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  }
  /**
   * Computes the squared Euclidean length (straight-line length) of this quaternion,
   * considered as a 4 dimensional vector. This can be useful if you are comparing the
   * lengths of two quaternions, as this is a slightly more efficient calculation than
   * {@link Quaternion#length}.
   *
   * @return {number} The squared Euclidean length.
   */
  lengthSq() {
    return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  }
  /**
   * Computes the Euclidean length (straight-line length) of this quaternion,
   * considered as a 4 dimensional vector.
   *
   * @return {number} The Euclidean length.
   */
  length() {
    return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
  }
  /**
   * Normalizes this quaternion - that is, calculated the quaternion that performs
   * the same rotation as this one, but has a length equal to `1`.
   *
   * @return {Quaternion} A reference to this quaternion.
   */
  normalize() {
    let l = this.length();
    if (l === 0) {
      this._x = 0;
      this._y = 0;
      this._z = 0;
      this._w = 1;
    } else {
      l = 1 / l;
      this._x = this._x * l;
      this._y = this._y * l;
      this._z = this._z * l;
      this._w = this._w * l;
    }
    this._onChangeCallback();
    return this;
  }
  /**
   * Multiplies this quaternion by the given one.
   *
   * @param {Quaternion} q - The quaternion.
   * @return {Quaternion} A reference to this quaternion.
   */
  multiply(q) {
    return this.multiplyQuaternions(this, q);
  }
  /**
   * Pre-multiplies this quaternion by the given one.
   *
   * @param {Quaternion} q - The quaternion.
   * @return {Quaternion} A reference to this quaternion.
   */
  premultiply(q) {
    return this.multiplyQuaternions(q, this);
  }
  /**
   * Multiplies the given quaternions and stores the result in this instance.
   *
   * @param {Quaternion} a - The first quaternion.
   * @param {Quaternion} b - The second quaternion.
   * @return {Quaternion} A reference to this quaternion.
   */
  multiplyQuaternions(a, b) {
    const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
    const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
    this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
    this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
    this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
    this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
    this._onChangeCallback();
    return this;
  }
  /**
   * Performs a spherical linear interpolation between quaternions.
   *
   * @param {Quaternion} qb - The target quaternion.
   * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
   * @return {Quaternion} A reference to this quaternion.
   */
  slerp(qb, t) {
    if (t <= 0) return this;
    if (t >= 1) return this.copy(qb);
    let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
    let dot = this.dot(qb);
    if (dot < 0) {
      x = -x;
      y = -y;
      z = -z;
      w = -w;
      dot = -dot;
    }
    let s = 1 - t;
    if (dot < 0.9995) {
      const theta = Math.acos(dot);
      const sin = Math.sin(theta);
      s = Math.sin(s * theta) / sin;
      t = Math.sin(t * theta) / sin;
      this._x = this._x * s + x * t;
      this._y = this._y * s + y * t;
      this._z = this._z * s + z * t;
      this._w = this._w * s + w * t;
      this._onChangeCallback();
    } else {
      this._x = this._x * s + x * t;
      this._y = this._y * s + y * t;
      this._z = this._z * s + z * t;
      this._w = this._w * s + w * t;
      this.normalize();
    }
    return this;
  }
  /**
   * Performs a spherical linear interpolation between the given quaternions
   * and stores the result in this quaternion.
   *
   * @param {Quaternion} qa - The source quaternion.
   * @param {Quaternion} qb - The target quaternion.
   * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
   * @return {Quaternion} A reference to this quaternion.
   */
  slerpQuaternions(qa, qb, t) {
    return this.copy(qa).slerp(qb, t);
  }
  /**
   * Sets this quaternion to a uniformly random, normalized quaternion.
   *
   * @return {Quaternion} A reference to this quaternion.
   */
  random() {
    const theta1 = 2 * Math.PI * Math.random();
    const theta2 = 2 * Math.PI * Math.random();
    const x0 = Math.random();
    const r1 = Math.sqrt(1 - x0);
    const r2 = Math.sqrt(x0);
    return this.set(
      r1 * Math.sin(theta1),
      r1 * Math.cos(theta1),
      r2 * Math.sin(theta2),
      r2 * Math.cos(theta2)
    );
  }
  /**
   * Returns `true` if this quaternion is equal with the given one.
   *
   * @param {Quaternion} quaternion - The quaternion to test for equality.
   * @return {boolean} Whether this quaternion is equal with the given one.
   */
  equals(quaternion) {
    return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
  }
  /**
   * Sets this quaternion's components from the given array.
   *
   * @param {Array<number>} array - An array holding the quaternion component values.
   * @param {number} [offset=0] - The offset into the array.
   * @return {Quaternion} A reference to this quaternion.
   */
  fromArray(array, offset = 0) {
    this._x = array[offset];
    this._y = array[offset + 1];
    this._z = array[offset + 2];
    this._w = array[offset + 3];
    this._onChangeCallback();
    return this;
  }
  /**
   * Writes the components of this quaternion to the given array. If no array is provided,
   * the method returns a new instance.
   *
   * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Array<number>} The quaternion components.
   */
  toArray(array = [], offset = 0) {
    array[offset] = this._x;
    array[offset + 1] = this._y;
    array[offset + 2] = this._z;
    array[offset + 3] = this._w;
    return array;
  }
  /**
   * Sets the components of this quaternion from the given buffer attribute.
   *
   * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
   * @param {number} index - The index into the attribute.
   * @return {Quaternion} A reference to this quaternion.
   */
  fromBufferAttribute(attribute, index) {
    this._x = attribute.getX(index);
    this._y = attribute.getY(index);
    this._z = attribute.getZ(index);
    this._w = attribute.getW(index);
    this._onChangeCallback();
    return this;
  }
  /**
   * This methods defines the serialization result of this class. Returns the
   * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
   *
   * @return {Array<number>} The serialized quaternion.
   */
  toJSON() {
    return this.toArray();
  }
  _onChange(callback) {
    this._onChangeCallback = callback;
    return this;
  }
  _onChangeCallback() {
  }
  *[Symbol.iterator]() {
    yield this._x;
    yield this._y;
    yield this._z;
    yield this._w;
  }
};
var Vector3 = class _Vector3 {
  /**
   * Constructs a new 3D vector.
   *
   * @param {number} [x=0] - The x value of this vector.
   * @param {number} [y=0] - The y value of this vector.
   * @param {number} [z=0] - The z value of this vector.
   */
  constructor(x = 0, y = 0, z = 0) {
    _Vector3.prototype.isVector3 = true;
    this.x = x;
    this.y = y;
    this.z = z;
  }
  /**
   * Sets the vector components.
   *
   * @param {number} x - The value of the x component.
   * @param {number} y - The value of the y component.
   * @param {number} z - The value of the z component.
   * @return {Vector3} A reference to this vector.
   */
  set(x, y, z) {
    if (z === void 0) z = this.z;
    this.x = x;
    this.y = y;
    this.z = z;
    return this;
  }
  /**
   * Sets the vector components to the same value.
   *
   * @param {number} scalar - The value to set for all vector components.
   * @return {Vector3} A reference to this vector.
   */
  setScalar(scalar) {
    this.x = scalar;
    this.y = scalar;
    this.z = scalar;
    return this;
  }
  /**
   * Sets the vector's x component to the given value
   *
   * @param {number} x - The value to set.
   * @return {Vector3} A reference to this vector.
   */
  setX(x) {
    this.x = x;
    return this;
  }
  /**
   * Sets the vector's y component to the given value
   *
   * @param {number} y - The value to set.
   * @return {Vector3} A reference to this vector.
   */
  setY(y) {
    this.y = y;
    return this;
  }
  /**
   * Sets the vector's z component to the given value
   *
   * @param {number} z - The value to set.
   * @return {Vector3} A reference to this vector.
   */
  setZ(z) {
    this.z = z;
    return this;
  }
  /**
   * Allows to set a vector component with an index.
   *
   * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
   * @param {number} value - The value to set.
   * @return {Vector3} A reference to this vector.
   */
  setComponent(index, value) {
    switch (index) {
      case 0:
        this.x = value;
        break;
      case 1:
        this.y = value;
        break;
      case 2:
        this.z = value;
        break;
      default:
        throw new Error("index is out of range: " + index);
    }
    return this;
  }
  /**
   * Returns the value of the vector component which matches the given index.
   *
   * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
   * @return {number} A vector component value.
   */
  getComponent(index) {
    switch (index) {
      case 0:
        return this.x;
      case 1:
        return this.y;
      case 2:
        return this.z;
      default:
        throw new Error("index is out of range: " + index);
    }
  }
  /**
   * Returns a new vector with copied values from this instance.
   *
   * @return {Vector3} A clone of this instance.
   */
  clone() {
    return new this.constructor(this.x, this.y, this.z);
  }
  /**
   * Copies the values of the given vector to this instance.
   *
   * @param {Vector3} v - The vector to copy.
   * @return {Vector3} A reference to this vector.
   */
  copy(v) {
    this.x = v.x;
    this.y = v.y;
    this.z = v.z;
    return this;
  }
  /**
   * Adds the given vector to this instance.
   *
   * @param {Vector3} v - The vector to add.
   * @return {Vector3} A reference to this vector.
   */
  add(v) {
    this.x += v.x;
    this.y += v.y;
    this.z += v.z;
    return this;
  }
  /**
   * Adds the given scalar value to all components of this instance.
   *
   * @param {number} s - The scalar to add.
   * @return {Vector3} A reference to this vector.
   */
  addScalar(s) {
    this.x += s;
    this.y += s;
    this.z += s;
    return this;
  }
  /**
   * Adds the given vectors and stores the result in this instance.
   *
   * @param {Vector3} a - The first vector.
   * @param {Vector3} b - The second vector.
   * @return {Vector3} A reference to this vector.
   */
  addVectors(a, b) {
    this.x = a.x + b.x;
    this.y = a.y + b.y;
    this.z = a.z + b.z;
    return this;
  }
  /**
   * Adds the given vector scaled by the given factor to this instance.
   *
   * @param {Vector3|Vector4} v - The vector.
   * @param {number} s - The factor that scales `v`.
   * @return {Vector3} A reference to this vector.
   */
  addScaledVector(v, s) {
    this.x += v.x * s;
    this.y += v.y * s;
    this.z += v.z * s;
    return this;
  }
  /**
   * Subtracts the given vector from this instance.
   *
   * @param {Vector3} v - The vector to subtract.
   * @return {Vector3} A reference to this vector.
   */
  sub(v) {
    this.x -= v.x;
    this.y -= v.y;
    this.z -= v.z;
    return this;
  }
  /**
   * Subtracts the given scalar value from all components of this instance.
   *
   * @param {number} s - The scalar to subtract.
   * @return {Vector3} A reference to this vector.
   */
  subScalar(s) {
    this.x -= s;
    this.y -= s;
    this.z -= s;
    return this;
  }
  /**
   * Subtracts the given vectors and stores the result in this instance.
   *
   * @param {Vector3} a - The first vector.
   * @param {Vector3} b - The second vector.
   * @return {Vector3} A reference to this vector.
   */
  subVectors(a, b) {
    this.x = a.x - b.x;
    this.y = a.y - b.y;
    this.z = a.z - b.z;
    return this;
  }
  /**
   * Multiplies the given vector with this instance.
   *
   * @param {Vector3} v - The vector to multiply.
   * @return {Vector3} A reference to this vector.
   */
  multiply(v) {
    this.x *= v.x;
    this.y *= v.y;
    this.z *= v.z;
    return this;
  }
  /**
   * Multiplies the given scalar value with all components of this instance.
   *
   * @param {number} scalar - The scalar to multiply.
   * @return {Vector3} A reference to this vector.
   */
  multiplyScalar(scalar) {
    this.x *= scalar;
    this.y *= scalar;
    this.z *= scalar;
    return this;
  }
  /**
   * Multiplies the given vectors and stores the result in this instance.
   *
   * @param {Vector3} a - The first vector.
   * @param {Vector3} b - The second vector.
   * @return {Vector3} A reference to this vector.
   */
  multiplyVectors(a, b) {
    this.x = a.x * b.x;
    this.y = a.y * b.y;
    this.z = a.z * b.z;
    return this;
  }
  /**
   * Applies the given Euler rotation to this vector.
   *
   * @param {Euler} euler - The Euler angles.
   * @return {Vector3} A reference to this vector.
   */
  applyEuler(euler) {
    return this.applyQuaternion(_quaternion$4.setFromEuler(euler));
  }
  /**
   * Applies a rotation specified by an axis and an angle to this vector.
   *
   * @param {Vector3} axis - A normalized vector representing the rotation axis.
   * @param {number} angle - The angle in radians.
   * @return {Vector3} A reference to this vector.
   */
  applyAxisAngle(axis, angle) {
    return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle));
  }
  /**
   * Multiplies this vector with the given 3x3 matrix.
   *
   * @param {Matrix3} m - The 3x3 matrix.
   * @return {Vector3} A reference to this vector.
   */
  applyMatrix3(m) {
    const x = this.x, y = this.y, z = this.z;
    const e = m.elements;
    this.x = e[0] * x + e[3] * y + e[6] * z;
    this.y = e[1] * x + e[4] * y + e[7] * z;
    this.z = e[2] * x + e[5] * y + e[8] * z;
    return this;
  }
  /**
   * Multiplies this vector by the given normal matrix and normalizes
   * the result.
   *
   * @param {Matrix3} m - The normal matrix.
   * @return {Vector3} A reference to this vector.
   */
  applyNormalMatrix(m) {
    return this.applyMatrix3(m).normalize();
  }
  /**
   * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
   * divides by perspective.
   *
   * @param {Matrix4} m - The matrix to apply.
   * @return {Vector3} A reference to this vector.
   */
  applyMatrix4(m) {
    const x = this.x, y = this.y, z = this.z;
    const e = m.elements;
    const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
    this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
    this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
    this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
    return this;
  }
  /**
   * Applies the given Quaternion to this vector.
   *
   * @param {Quaternion} q - The Quaternion.
   * @return {Vector3} A reference to this vector.
   */
  applyQuaternion(q) {
    const vx = this.x, vy = this.y, vz = this.z;
    const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
    const tx = 2 * (qy * vz - qz * vy);
    const ty = 2 * (qz * vx - qx * vz);
    const tz = 2 * (qx * vy - qy * vx);
    this.x = vx + qw * tx + qy * tz - qz * ty;
    this.y = vy + qw * ty + qz * tx - qx * tz;
    this.z = vz + qw * tz + qx * ty - qy * tx;
    return this;
  }
  /**
   * Projects this vector from world space into the camera's normalized
   * device coordinate (NDC) space.
   *
   * @param {Camera} camera - The camera.
   * @return {Vector3} A reference to this vector.
   */
  project(camera) {
    return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
  }
  /**
   * Unprojects this vector from the camera's normalized device coordinate (NDC)
   * space into world space.
   *
   * @param {Camera} camera - The camera.
   * @return {Vector3} A reference to this vector.
   */
  unproject(camera) {
    return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
  }
  /**
   * Transforms the direction of this vector by a matrix (the upper left 3 x 3
   * subset of the given 4x4 matrix and then normalizes the result.
   *
   * @param {Matrix4} m - The matrix.
   * @return {Vector3} A reference to this vector.
   */
  transformDirection(m) {
    const x = this.x, y = this.y, z = this.z;
    const e = m.elements;
    this.x = e[0] * x + e[4] * y + e[8] * z;
    this.y = e[1] * x + e[5] * y + e[9] * z;
    this.z = e[2] * x + e[6] * y + e[10] * z;
    return this.normalize();
  }
  /**
   * Divides this instance by the given vector.
   *
   * @param {Vector3} v - The vector to divide.
   * @return {Vector3} A reference to this vector.
   */
  divide(v) {
    this.x /= v.x;
    this.y /= v.y;
    this.z /= v.z;
    return this;
  }
  /**
   * Divides this vector by the given scalar.
   *
   * @param {number} scalar - The scalar to divide.
   * @return {Vector3} A reference to this vector.
   */
  divideScalar(scalar) {
    return this.multiplyScalar(1 / scalar);
  }
  /**
   * If this vector's x, y or z value is greater than the given vector's x, y or z
   * value, replace that value with the corresponding min value.
   *
   * @param {Vector3} v - The vector.
   * @return {Vector3} A reference to this vector.
   */
  min(v) {
    this.x = Math.min(this.x, v.x);
    this.y = Math.min(this.y, v.y);
    this.z = Math.min(this.z, v.z);
    return this;
  }
  /**
   * If this vector's x, y or z value is less than the given vector's x, y or z
   * value, replace that value with the corresponding max value.
   *
   * @param {Vector3} v - The vector.
   * @return {Vector3} A reference to this vector.
   */
  max(v) {
    this.x = Math.max(this.x, v.x);
    this.y = Math.max(this.y, v.y);
    this.z = Math.max(this.z, v.z);
    return this;
  }
  /**
   * If this vector's x, y or z value is greater than the max vector's x, y or z
   * value, it is replaced by the corresponding value.
   * If this vector's x, y or z value is less than the min vector's x, y or z value,
   * it is replaced by the corresponding value.
   *
   * @param {Vector3} min - The minimum x, y and z values.
   * @param {Vector3} max - The maximum x, y and z values in the desired range.
   * @return {Vector3} A reference to this vector.
   */
  clamp(min, max) {
    this.x = clamp(this.x, min.x, max.x);
    this.y = clamp(this.y, min.y, max.y);
    this.z = clamp(this.z, min.z, max.z);
    return this;
  }
  /**
   * If this vector's x, y or z values are greater than the max value, they are
   * replaced by the max value.
   * If this vector's x, y or z values are less than the min value, they are
   * replaced by the min value.
   *
   * @param {number} minVal - The minimum value the components will be clamped to.
   * @param {number} maxVal - The maximum value the components will be clamped to.
   * @return {Vector3} A reference to this vector.
   */
  clampScalar(minVal, maxVal) {
    this.x = clamp(this.x, minVal, maxVal);
    this.y = clamp(this.y, minVal, maxVal);
    this.z = clamp(this.z, minVal, maxVal);
    return this;
  }
  /**
   * If this vector's length is greater than the max value, it is replaced by
   * the max value.
   * If this vector's length is less than the min value, it is replaced by the
   * min value.
   *
   * @param {number} min - The minimum value the vector length will be clamped to.
   * @param {number} max - The maximum value the vector length will be clamped to.
   * @return {Vector3} A reference to this vector.
   */
  clampLength(min, max) {
    const length = this.length();
    return this.divideScalar(length || 1).multiplyScalar(clamp(length, min, max));
  }
  /**
   * The components of this vector are rounded down to the nearest integer value.
   *
   * @return {Vector3} A reference to this vector.
   */
  floor() {
    this.x = Math.floor(this.x);
    this.y = Math.floor(this.y);
    this.z = Math.floor(this.z);
    return this;
  }
  /**
   * The components of this vector are rounded up to the nearest integer value.
   *
   * @return {Vector3} A reference to this vector.
   */
  ceil() {
    this.x = Math.ceil(this.x);
    this.y = Math.ceil(this.y);
    this.z = Math.ceil(this.z);
    return this;
  }
  /**
   * The components of this vector are rounded to the nearest integer value
   *
   * @return {Vector3} A reference to this vector.
   */
  round() {
    this.x = Math.round(this.x);
    this.y = Math.round(this.y);
    this.z = Math.round(this.z);
    return this;
  }
  /**
   * The components of this vector are rounded towards zero (up if negative,
   * down if positive) to an integer value.
   *
   * @return {Vector3} A reference to this vector.
   */
  roundToZero() {
    this.x = Math.trunc(this.x);
    this.y = Math.trunc(this.y);
    this.z = Math.trunc(this.z);
    return this;
  }
  /**
   * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
   *
   * @return {Vector3} A reference to this vector.
   */
  negate() {
    this.x = -this.x;
    this.y = -this.y;
    this.z = -this.z;
    return this;
  }
  /**
   * Calculates the dot product of the given vector with this instance.
   *
   * @param {Vector3} v - The vector to compute the dot product with.
   * @return {number} The result of the dot product.
   */
  dot(v) {
    return this.x * v.x + this.y * v.y + this.z * v.z;
  }
  /**
   * Computes the square of the Euclidean length (straight-line length) from
   * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
   * compare the length squared instead as it is slightly more efficient to calculate.
   *
   * @return {number} The square length of this vector.
   */
  lengthSq() {
    return this.x * this.x + this.y * this.y + this.z * this.z;
  }
  /**
   * Computes the  Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
   *
   * @return {number} The length of this vector.
   */
  length() {
    return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  }
  /**
   * Computes the Manhattan length of this vector.
   *
   * @return {number} The length of this vector.
   */
  manhattanLength() {
    return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
  }
  /**
   * Converts this vector to a unit vector - that is, sets it equal to a vector
   * with the same direction as this one, but with a vector length of `1`.
   *
   * @return {Vector3} A reference to this vector.
   */
  normalize() {
    return this.divideScalar(this.length() || 1);
  }
  /**
   * Sets this vector to a vector with the same direction as this one, but
   * with the specified length.
   *
   * @param {number} length - The new length of this vector.
   * @return {Vector3} A reference to this vector.
   */
  setLength(length) {
    return this.normalize().multiplyScalar(length);
  }
  /**
   * Linearly interpolates between the given vector and this instance, where
   * alpha is the percent distance along the line - alpha = 0 will be this
   * vector, and alpha = 1 will be the given one.
   *
   * @param {Vector3} v - The vector to interpolate towards.
   * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
   * @return {Vector3} A reference to this vector.
   */
  lerp(v, alpha) {
    this.x += (v.x - this.x) * alpha;
    this.y += (v.y - this.y) * alpha;
    this.z += (v.z - this.z) * alpha;
    return this;
  }
  /**
   * Linearly interpolates between the given vectors, where alpha is the percent
   * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
   * be the second one. The result is stored in this instance.
   *
   * @param {Vector3} v1 - The first vector.
   * @param {Vector3} v2 - The second vector.
   * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
   * @return {Vector3} A reference to this vector.
   */
  lerpVectors(v1, v2, alpha) {
    this.x = v1.x + (v2.x - v1.x) * alpha;
    this.y = v1.y + (v2.y - v1.y) * alpha;
    this.z = v1.z + (v2.z - v1.z) * alpha;
    return this;
  }
  /**
   * Calculates the cross product of the given vector with this instance.
   *
   * @param {Vector3} v - The vector to compute the cross product with.
   * @return {Vector3} The result of the cross product.
   */
  cross(v) {
    return this.crossVectors(this, v);
  }
  /**
   * Calculates the cross product of the given vectors and stores the result
   * in this instance.
   *
   * @param {Vector3} a - The first vector.
   * @param {Vector3} b - The second vector.
   * @return {Vector3} A reference to this vector.
   */
  crossVectors(a, b) {
    const ax = a.x, ay = a.y, az = a.z;
    const bx = b.x, by = b.y, bz = b.z;
    this.x = ay * bz - az * by;
    this.y = az * bx - ax * bz;
    this.z = ax * by - ay * bx;
    return this;
  }
  /**
   * Projects this vector onto the given one.
   *
   * @param {Vector3} v - The vector to project to.
   * @return {Vector3} A reference to this vector.
   */
  projectOnVector(v) {
    const denominator = v.lengthSq();
    if (denominator === 0) return this.set(0, 0, 0);
    const scalar = v.dot(this) / denominator;
    return this.copy(v).multiplyScalar(scalar);
  }
  /**
   * Projects this vector onto a plane by subtracting this
   * vector projected onto the plane's normal from this vector.
   *
   * @param {Vector3} planeNormal - The plane normal.
   * @return {Vector3} A reference to this vector.
   */
  projectOnPlane(planeNormal) {
    _vector$c.copy(this).projectOnVector(planeNormal);
    return this.sub(_vector$c);
  }
  /**
   * Reflects this vector off a plane orthogonal to the given normal vector.
   *
   * @param {Vector3} normal - The (normalized) normal vector.
   * @return {Vector3} A reference to this vector.
   */
  reflect(normal) {
    return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));
  }
  /**
   * Returns the angle between the given vector and this instance in radians.
   *
   * @param {Vector3} v - The vector to compute the angle with.
   * @return {number} The angle in radians.
   */
  angleTo(v) {
    const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
    if (denominator === 0) return Math.PI / 2;
    const theta = this.dot(v) / denominator;
    return Math.acos(clamp(theta, -1, 1));
  }
  /**
   * Computes the distance from the given vector to this instance.
   *
   * @param {Vector3} v - The vector to compute the distance to.
   * @return {number} The distance.
   */
  distanceTo(v) {
    return Math.sqrt(this.distanceToSquared(v));
  }
  /**
   * Computes the squared distance from the given vector to this instance.
   * If you are just comparing the distance with another distance, you should compare
   * the distance squared instead as it is slightly more efficient to calculate.
   *
   * @param {Vector3} v - The vector to compute the squared distance to.
   * @return {number} The squared distance.
   */
  distanceToSquared(v) {
    const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
    return dx * dx + dy * dy + dz * dz;
  }
  /**
   * Computes the Manhattan distance from the given vector to this instance.
   *
   * @param {Vector3} v - The vector to compute the Manhattan distance to.
   * @return {number} The Manhattan distance.
   */
  manhattanDistanceTo(v) {
    return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
  }
  /**
   * Sets the vector components from the given spherical coordinates.
   *
   * @param {Spherical} s - The spherical coordinates.
   * @return {Vector3} A reference to this vector.
   */
  setFromSpherical(s) {
    return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
  }
  /**
   * Sets the vector components from the given spherical coordinates.
   *
   * @param {number} radius - The radius.
   * @param {number} phi - The phi angle in radians.
   * @param {number} theta - The theta angle in radians.
   * @return {Vector3} A reference to this vector.
   */
  setFromSphericalCoords(radius, phi, theta) {
    const sinPhiRadius = Math.sin(phi) * radius;
    this.x = sinPhiRadius * Math.sin(theta);
    this.y = Math.cos(phi) * radius;
    this.z = sinPhiRadius * Math.cos(theta);
    return this;
  }
  /**
   * Sets the vector components from the given cylindrical coordinates.
   *
   * @param {Cylindrical} c - The cylindrical coordinates.
   * @return {Vector3} A reference to this vector.
   */
  setFromCylindrical(c) {
    return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
  }
  /**
   * Sets the vector components from the given cylindrical coordinates.
   *
   * @param {number} radius - The radius.
   * @param {number} theta - The theta angle in radians.
   * @param {number} y - The y value.
   * @return {Vector3} A reference to this vector.
   */
  setFromCylindricalCoords(radius, theta, y) {
    this.x = radius * Math.sin(theta);
    this.y = y;
    this.z = radius * Math.cos(theta);
    return this;
  }
  /**
   * Sets the vector components to the position elements of the
   * given transformation matrix.
   *
   * @param {Matrix4} m - The 4x4 matrix.
   * @return {Vector3} A reference to this vector.
   */
  setFromMatrixPosition(m) {
    const e = m.elements;
    this.x = e[12];
    this.y = e[13];
    this.z = e[14];
    return this;
  }
  /**
   * Sets the vector components to the scale elements of the
   * given transformation matrix.
   *
   * @param {Matrix4} m - The 4x4 matrix.
   * @return {Vector3} A reference to this vector.
   */
  setFromMatrixScale(m) {
    const sx = this.setFromMatrixColumn(m, 0).length();
    const sy = this.setFromMatrixColumn(m, 1).length();
    const sz = this.setFromMatrixColumn(m, 2).length();
    this.x = sx;
    this.y = sy;
    this.z = sz;
    return this;
  }
  /**
   * Sets the vector components from the specified matrix column.
   *
   * @param {Matrix4} m - The 4x4 matrix.
   * @param {number} index - The column index.
   * @return {Vector3} A reference to this vector.
   */
  setFromMatrixColumn(m, index) {
    return this.fromArray(m.elements, index * 4);
  }
  /**
   * Sets the vector components from the specified matrix column.
   *
   * @param {Matrix3} m - The 3x3 matrix.
   * @param {number} index - The column index.
   * @return {Vector3} A reference to this vector.
   */
  setFromMatrix3Column(m, index) {
    return this.fromArray(m.elements, index * 3);
  }
  /**
   * Sets the vector components from the given Euler angles.
   *
   * @param {Euler} e - The Euler angles to set.
   * @return {Vector3} A reference to this vector.
   */
  setFromEuler(e) {
    this.x = e._x;
    this.y = e._y;
    this.z = e._z;
    return this;
  }
  /**
   * Sets the vector components from the RGB components of the
   * given color.
   *
   * @param {Color} c - The color to set.
   * @return {Vector3} A reference to this vector.
   */
  setFromColor(c) {
    this.x = c.r;
    this.y = c.g;
    this.z = c.b;
    return this;
  }
  /**
   * Returns `true` if this vector is equal with the given one.
   *
   * @param {Vector3} v - The vector to test for equality.
   * @return {boolean} Whether this vector is equal with the given one.
   */
  equals(v) {
    return v.x === this.x && v.y === this.y && v.z === this.z;
  }
  /**
   * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
   * and z value to be `array[ offset + 2 ]`.
   *
   * @param {Array<number>} array - An array holding the vector component values.
   * @param {number} [offset=0] - The offset into the array.
   * @return {Vector3} A reference to this vector.
   */
  fromArray(array, offset = 0) {
    this.x = array[offset];
    this.y = array[offset + 1];
    this.z = array[offset + 2];
    return this;
  }
  /**
   * Writes the components of this vector to the given array. If no array is provided,
   * the method returns a new instance.
   *
   * @param {Array<number>} [array=[]] - The target array holding the vector components.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Array<number>} The vector components.
   */
  toArray(array = [], offset = 0) {
    array[offset] = this.x;
    array[offset + 1] = this.y;
    array[offset + 2] = this.z;
    return array;
  }
  /**
   * Sets the components of this vector from the given buffer attribute.
   *
   * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
   * @param {number} index - The index into the attribute.
   * @return {Vector3} A reference to this vector.
   */
  fromBufferAttribute(attribute, index) {
    this.x = attribute.getX(index);
    this.y = attribute.getY(index);
    this.z = attribute.getZ(index);
    return this;
  }
  /**
   * Sets each component of this vector to a pseudo-random value between `0` and
   * `1`, excluding `1`.
   *
   * @return {Vector3} A reference to this vector.
   */
  random() {
    this.x = Math.random();
    this.y = Math.random();
    this.z = Math.random();
    return this;
  }
  /**
   * Sets this vector to a uniformly random point on a unit sphere.
   *
   * @return {Vector3} A reference to this vector.
   */
  randomDirection() {
    const theta = Math.random() * Math.PI * 2;
    const u = Math.random() * 2 - 1;
    const c = Math.sqrt(1 - u * u);
    this.x = c * Math.cos(theta);
    this.y = u;
    this.z = c * Math.sin(theta);
    return this;
  }
  *[Symbol.iterator]() {
    yield this.x;
    yield this.y;
    yield this.z;
  }
};
var _vector$c = new Vector3();
var _quaternion$4 = new Quaternion();
var Matrix3 = class _Matrix3 {
  /**
   * Constructs a new 3x3 matrix. The arguments are supposed to be
   * in row-major order. If no arguments are provided, the constructor
   * initializes the matrix as an identity matrix.
   *
   * @param {number} [n11] - 1-1 matrix element.
   * @param {number} [n12] - 1-2 matrix element.
   * @param {number} [n13] - 1-3 matrix element.
   * @param {number} [n21] - 2-1 matrix element.
   * @param {number} [n22] - 2-2 matrix element.
   * @param {number} [n23] - 2-3 matrix element.
   * @param {number} [n31] - 3-1 matrix element.
   * @param {number} [n32] - 3-2 matrix element.
   * @param {number} [n33] - 3-3 matrix element.
   */
  constructor(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
    _Matrix3.prototype.isMatrix3 = true;
    this.elements = [
      1,
      0,
      0,
      0,
      1,
      0,
      0,
      0,
      1
    ];
    if (n11 !== void 0) {
      this.set(n11, n12, n13, n21, n22, n23, n31, n32, n33);
    }
  }
  /**
   * Sets the elements of the matrix.The arguments are supposed to be
   * in row-major order.
   *
   * @param {number} [n11] - 1-1 matrix element.
   * @param {number} [n12] - 1-2 matrix element.
   * @param {number} [n13] - 1-3 matrix element.
   * @param {number} [n21] - 2-1 matrix element.
   * @param {number} [n22] - 2-2 matrix element.
   * @param {number} [n23] - 2-3 matrix element.
   * @param {number} [n31] - 3-1 matrix element.
   * @param {number} [n32] - 3-2 matrix element.
   * @param {number} [n33] - 3-3 matrix element.
   * @return {Matrix3} A reference to this matrix.
   */
  set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
    const te = this.elements;
    te[0] = n11;
    te[1] = n21;
    te[2] = n31;
    te[3] = n12;
    te[4] = n22;
    te[5] = n32;
    te[6] = n13;
    te[7] = n23;
    te[8] = n33;
    return this;
  }
  /**
   * Sets this matrix to the 3x3 identity matrix.
   *
   * @return {Matrix3} A reference to this matrix.
   */
  identity() {
    this.set(
      1,
      0,
      0,
      0,
      1,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Copies the values of the given matrix to this instance.
   *
   * @param {Matrix3} m - The matrix to copy.
   * @return {Matrix3} A reference to this matrix.
   */
  copy(m) {
    const te = this.elements;
    const me = m.elements;
    te[0] = me[0];
    te[1] = me[1];
    te[2] = me[2];
    te[3] = me[3];
    te[4] = me[4];
    te[5] = me[5];
    te[6] = me[6];
    te[7] = me[7];
    te[8] = me[8];
    return this;
  }
  /**
   * Extracts the basis of this matrix into the three axis vectors provided.
   *
   * @param {Vector3} xAxis - The basis's x axis.
   * @param {Vector3} yAxis - The basis's y axis.
   * @param {Vector3} zAxis - The basis's z axis.
   * @return {Matrix3} A reference to this matrix.
   */
  extractBasis(xAxis, yAxis, zAxis) {
    xAxis.setFromMatrix3Column(this, 0);
    yAxis.setFromMatrix3Column(this, 1);
    zAxis.setFromMatrix3Column(this, 2);
    return this;
  }
  /**
   * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
   *
   * @param {Matrix4} m - The 4x4 matrix.
   * @return {Matrix3} A reference to this matrix.
   */
  setFromMatrix4(m) {
    const me = m.elements;
    this.set(
      me[0],
      me[4],
      me[8],
      me[1],
      me[5],
      me[9],
      me[2],
      me[6],
      me[10]
    );
    return this;
  }
  /**
   * Post-multiplies this matrix by the given 3x3 matrix.
   *
   * @param {Matrix3} m - The matrix to multiply with.
   * @return {Matrix3} A reference to this matrix.
   */
  multiply(m) {
    return this.multiplyMatrices(this, m);
  }
  /**
   * Pre-multiplies this matrix by the given 3x3 matrix.
   *
   * @param {Matrix3} m - The matrix to multiply with.
   * @return {Matrix3} A reference to this matrix.
   */
  premultiply(m) {
    return this.multiplyMatrices(m, this);
  }
  /**
   * Multiples the given 3x3 matrices and stores the result
   * in this matrix.
   *
   * @param {Matrix3} a - The first matrix.
   * @param {Matrix3} b - The second matrix.
   * @return {Matrix3} A reference to this matrix.
   */
  multiplyMatrices(a, b) {
    const ae = a.elements;
    const be = b.elements;
    const te = this.elements;
    const a11 = ae[0], a12 = ae[3], a13 = ae[6];
    const a21 = ae[1], a22 = ae[4], a23 = ae[7];
    const a31 = ae[2], a32 = ae[5], a33 = ae[8];
    const b11 = be[0], b12 = be[3], b13 = be[6];
    const b21 = be[1], b22 = be[4], b23 = be[7];
    const b31 = be[2], b32 = be[5], b33 = be[8];
    te[0] = a11 * b11 + a12 * b21 + a13 * b31;
    te[3] = a11 * b12 + a12 * b22 + a13 * b32;
    te[6] = a11 * b13 + a12 * b23 + a13 * b33;
    te[1] = a21 * b11 + a22 * b21 + a23 * b31;
    te[4] = a21 * b12 + a22 * b22 + a23 * b32;
    te[7] = a21 * b13 + a22 * b23 + a23 * b33;
    te[2] = a31 * b11 + a32 * b21 + a33 * b31;
    te[5] = a31 * b12 + a32 * b22 + a33 * b32;
    te[8] = a31 * b13 + a32 * b23 + a33 * b33;
    return this;
  }
  /**
   * Multiplies every component of the matrix by the given scalar.
   *
   * @param {number} s - The scalar.
   * @return {Matrix3} A reference to this matrix.
   */
  multiplyScalar(s) {
    const te = this.elements;
    te[0] *= s;
    te[3] *= s;
    te[6] *= s;
    te[1] *= s;
    te[4] *= s;
    te[7] *= s;
    te[2] *= s;
    te[5] *= s;
    te[8] *= s;
    return this;
  }
  /**
   * Computes and returns the determinant of this matrix.
   *
   * @return {number} The determinant.
   */
  determinant() {
    const te = this.elements;
    const a = te[0], b = te[1], c = te[2], d = te[3], e = te[4], f = te[5], g = te[6], h = te[7], i = te[8];
    return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  }
  /**
   * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
   * You can not invert with a determinant of zero. If you attempt this, the method produces
   * a zero matrix instead.
   *
   * @return {Matrix3} A reference to this matrix.
   */
  invert() {
    const te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n12 = te[3], n22 = te[4], n32 = te[5], n13 = te[6], n23 = te[7], n33 = te[8], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13, det = n11 * t11 + n21 * t12 + n31 * t13;
    if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
    const detInv = 1 / det;
    te[0] = t11 * detInv;
    te[1] = (n31 * n23 - n33 * n21) * detInv;
    te[2] = (n32 * n21 - n31 * n22) * detInv;
    te[3] = t12 * detInv;
    te[4] = (n33 * n11 - n31 * n13) * detInv;
    te[5] = (n31 * n12 - n32 * n11) * detInv;
    te[6] = t13 * detInv;
    te[7] = (n21 * n13 - n23 * n11) * detInv;
    te[8] = (n22 * n11 - n21 * n12) * detInv;
    return this;
  }
  /**
   * Transposes this matrix in place.
   *
   * @return {Matrix3} A reference to this matrix.
   */
  transpose() {
    let tmp2;
    const m = this.elements;
    tmp2 = m[1];
    m[1] = m[3];
    m[3] = tmp2;
    tmp2 = m[2];
    m[2] = m[6];
    m[6] = tmp2;
    tmp2 = m[5];
    m[5] = m[7];
    m[7] = tmp2;
    return this;
  }
  /**
   * Computes the normal matrix which is the inverse transpose of the upper
   * left 3x3 portion of the given 4x4 matrix.
   *
   * @param {Matrix4} matrix4 - The 4x4 matrix.
   * @return {Matrix3} A reference to this matrix.
   */
  getNormalMatrix(matrix4) {
    return this.setFromMatrix4(matrix4).invert().transpose();
  }
  /**
   * Transposes this matrix into the supplied array, and returns itself unchanged.
   *
   * @param {Array<number>} r - An array to store the transposed matrix elements.
   * @return {Matrix3} A reference to this matrix.
   */
  transposeIntoArray(r) {
    const m = this.elements;
    r[0] = m[0];
    r[1] = m[3];
    r[2] = m[6];
    r[3] = m[1];
    r[4] = m[4];
    r[5] = m[7];
    r[6] = m[2];
    r[7] = m[5];
    r[8] = m[8];
    return this;
  }
  /**
   * Sets the UV transform matrix from offset, repeat, rotation, and center.
   *
   * @param {number} tx - Offset x.
   * @param {number} ty - Offset y.
   * @param {number} sx - Repeat x.
   * @param {number} sy - Repeat y.
   * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
   * @param {number} cx - Center x of rotation.
   * @param {number} cy - Center y of rotation
   * @return {Matrix3} A reference to this matrix.
   */
  setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
    const c = Math.cos(rotation);
    const s = Math.sin(rotation);
    this.set(
      sx * c,
      sx * s,
      -sx * (c * cx + s * cy) + cx + tx,
      -sy * s,
      sy * c,
      -sy * (-s * cx + c * cy) + cy + ty,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Scales this matrix with the given scalar values.
   *
   * @param {number} sx - The amount to scale in the X axis.
   * @param {number} sy - The amount to scale in the Y axis.
   * @return {Matrix3} A reference to this matrix.
   */
  scale(sx, sy) {
    this.premultiply(_m3.makeScale(sx, sy));
    return this;
  }
  /**
   * Rotates this matrix by the given angle.
   *
   * @param {number} theta - The rotation in radians.
   * @return {Matrix3} A reference to this matrix.
   */
  rotate(theta) {
    this.premultiply(_m3.makeRotation(-theta));
    return this;
  }
  /**
   * Translates this matrix by the given scalar values.
   *
   * @param {number} tx - The amount to translate in the X axis.
   * @param {number} ty - The amount to translate in the Y axis.
   * @return {Matrix3} A reference to this matrix.
   */
  translate(tx, ty) {
    this.premultiply(_m3.makeTranslation(tx, ty));
    return this;
  }
  // for 2D Transforms
  /**
   * Sets this matrix as a 2D translation transform.
   *
   * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
   * @param {number} y - The amount to translate in the Y axis.
   * @return {Matrix3} A reference to this matrix.
   */
  makeTranslation(x, y) {
    if (x.isVector2) {
      this.set(
        1,
        0,
        x.x,
        0,
        1,
        x.y,
        0,
        0,
        1
      );
    } else {
      this.set(
        1,
        0,
        x,
        0,
        1,
        y,
        0,
        0,
        1
      );
    }
    return this;
  }
  /**
   * Sets this matrix as a 2D rotational transformation.
   *
   * @param {number} theta - The rotation in radians.
   * @return {Matrix3} A reference to this matrix.
   */
  makeRotation(theta) {
    const c = Math.cos(theta);
    const s = Math.sin(theta);
    this.set(
      c,
      -s,
      0,
      s,
      c,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Sets this matrix as a 2D scale transform.
   *
   * @param {number} x - The amount to scale in the X axis.
   * @param {number} y - The amount to scale in the Y axis.
   * @return {Matrix3} A reference to this matrix.
   */
  makeScale(x, y) {
    this.set(
      x,
      0,
      0,
      0,
      y,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Returns `true` if this matrix is equal with the given one.
   *
   * @param {Matrix3} matrix - The matrix to test for equality.
   * @return {boolean} Whether this matrix is equal with the given one.
   */
  equals(matrix) {
    const te = this.elements;
    const me = matrix.elements;
    for (let i = 0; i < 9; i++) {
      if (te[i] !== me[i]) return false;
    }
    return true;
  }
  /**
   * Sets the elements of the matrix from the given array.
   *
   * @param {Array<number>} array - The matrix elements in column-major order.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Matrix3} A reference to this matrix.
   */
  fromArray(array, offset = 0) {
    for (let i = 0; i < 9; i++) {
      this.elements[i] = array[i + offset];
    }
    return this;
  }
  /**
   * Writes the elements of this matrix to the given array. If no array is provided,
   * the method returns a new instance.
   *
   * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Array<number>} The matrix elements in column-major order.
   */
  toArray(array = [], offset = 0) {
    const te = this.elements;
    array[offset] = te[0];
    array[offset + 1] = te[1];
    array[offset + 2] = te[2];
    array[offset + 3] = te[3];
    array[offset + 4] = te[4];
    array[offset + 5] = te[5];
    array[offset + 6] = te[6];
    array[offset + 7] = te[7];
    array[offset + 8] = te[8];
    return array;
  }
  /**
   * Returns a matrix with copied values from this instance.
   *
   * @return {Matrix3} A clone of this instance.
   */
  clone() {
    return new this.constructor().fromArray(this.elements);
  }
};
var _m3 = new Matrix3();
var LINEAR_REC709_TO_XYZ = new Matrix3().set(
  0.4123908,
  0.3575843,
  0.1804808,
  0.212639,
  0.7151687,
  0.0721923,
  0.0193308,
  0.1191948,
  0.9505322
);
var XYZ_TO_LINEAR_REC709 = new Matrix3().set(
  3.2409699,
  -1.5373832,
  -0.4986108,
  -0.9692436,
  1.8759675,
  0.0415551,
  0.0556301,
  -0.203977,
  1.0569715
);
function createColorManagement() {
  const ColorManagement2 = {
    enabled: true,
    workingColorSpace: LinearSRGBColorSpace,
    /**
     * Implementations of supported color spaces.
     *
     * Required:
     *	- primaries: chromaticity coordinates [ rx ry gx gy bx by ]
     *	- whitePoint: reference white [ x y ]
     *	- transfer: transfer function (pre-defined)
     *	- toXYZ: Matrix3 RGB to XYZ transform
     *	- fromXYZ: Matrix3 XYZ to RGB transform
     *	- luminanceCoefficients: RGB luminance coefficients
     *
     * Optional:
     *  - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
     *  - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
     *
     * Reference:
     * - https://www.russellcottrell.com/photo/matrixCalculator.htm
     */
    spaces: {},
    convert: function(color, sourceColorSpace, targetColorSpace) {
      if (this.enabled === false || sourceColorSpace === targetColorSpace || !sourceColorSpace || !targetColorSpace) {
        return color;
      }
      if (this.spaces[sourceColorSpace].transfer === SRGBTransfer) {
        color.r = SRGBToLinear(color.r);
        color.g = SRGBToLinear(color.g);
        color.b = SRGBToLinear(color.b);
      }
      if (this.spaces[sourceColorSpace].primaries !== this.spaces[targetColorSpace].primaries) {
        color.applyMatrix3(this.spaces[sourceColorSpace].toXYZ);
        color.applyMatrix3(this.spaces[targetColorSpace].fromXYZ);
      }
      if (this.spaces[targetColorSpace].transfer === SRGBTransfer) {
        color.r = LinearToSRGB(color.r);
        color.g = LinearToSRGB(color.g);
        color.b = LinearToSRGB(color.b);
      }
      return color;
    },
    workingToColorSpace: function(color, targetColorSpace) {
      return this.convert(color, this.workingColorSpace, targetColorSpace);
    },
    colorSpaceToWorking: function(color, sourceColorSpace) {
      return this.convert(color, sourceColorSpace, this.workingColorSpace);
    },
    getPrimaries: function(colorSpace) {
      return this.spaces[colorSpace].primaries;
    },
    getTransfer: function(colorSpace) {
      if (colorSpace === NoColorSpace) return LinearTransfer;
      return this.spaces[colorSpace].transfer;
    },
    getToneMappingMode: function(colorSpace) {
      return this.spaces[colorSpace].outputColorSpaceConfig.toneMappingMode || "standard";
    },
    getLuminanceCoefficients: function(target, colorSpace = this.workingColorSpace) {
      return target.fromArray(this.spaces[colorSpace].luminanceCoefficients);
    },
    define: function(colorSpaces) {
      Object.assign(this.spaces, colorSpaces);
    },
    // Internal APIs
    _getMatrix: function(targetMatrix, sourceColorSpace, targetColorSpace) {
      return targetMatrix.copy(this.spaces[sourceColorSpace].toXYZ).multiply(this.spaces[targetColorSpace].fromXYZ);
    },
    _getDrawingBufferColorSpace: function(colorSpace) {
      return this.spaces[colorSpace].outputColorSpaceConfig.drawingBufferColorSpace;
    },
    _getUnpackColorSpace: function(colorSpace = this.workingColorSpace) {
      return this.spaces[colorSpace].workingColorSpaceConfig.unpackColorSpace;
    },
    // Deprecated
    fromWorkingColorSpace: function(color, targetColorSpace) {
      warnOnce("ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().");
      return ColorManagement2.workingToColorSpace(color, targetColorSpace);
    },
    toWorkingColorSpace: function(color, sourceColorSpace) {
      warnOnce("ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().");
      return ColorManagement2.colorSpaceToWorking(color, sourceColorSpace);
    }
  };
  const REC709_PRIMARIES = [0.64, 0.33, 0.3, 0.6, 0.15, 0.06];
  const REC709_LUMINANCE_COEFFICIENTS = [0.2126, 0.7152, 0.0722];
  const D65 = [0.3127, 0.329];
  ColorManagement2.define({
    [LinearSRGBColorSpace]: {
      primaries: REC709_PRIMARIES,
      whitePoint: D65,
      transfer: LinearTransfer,
      toXYZ: LINEAR_REC709_TO_XYZ,
      fromXYZ: XYZ_TO_LINEAR_REC709,
      luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
      workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
      outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
    },
    [SRGBColorSpace]: {
      primaries: REC709_PRIMARIES,
      whitePoint: D65,
      transfer: SRGBTransfer,
      toXYZ: LINEAR_REC709_TO_XYZ,
      fromXYZ: XYZ_TO_LINEAR_REC709,
      luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
      outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
    }
  });
  return ColorManagement2;
}
var ColorManagement = createColorManagement();
function SRGBToLinear(c) {
  return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
}
function LinearToSRGB(c) {
  return c < 31308e-7 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
}
var _canvas;
var ImageUtils = class {
  /**
   * Returns a data URI containing a representation of the given image.
   *
   * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
   * @param {string} [type='image/png'] - Indicates the image format.
   * @return {string} The data URI.
   */
  static getDataURL(image, type = "image/png") {
    if (/^data:/i.test(image.src)) {
      return image.src;
    }
    if (typeof HTMLCanvasElement === "undefined") {
      return image.src;
    }
    let canvas;
    if (image instanceof HTMLCanvasElement) {
      canvas = image;
    } else {
      if (_canvas === void 0) _canvas = createElementNS("canvas");
      _canvas.width = image.width;
      _canvas.height = image.height;
      const context = _canvas.getContext("2d");
      if (image instanceof ImageData) {
        context.putImageData(image, 0, 0);
      } else {
        context.drawImage(image, 0, 0, image.width, image.height);
      }
      canvas = _canvas;
    }
    return canvas.toDataURL(type);
  }
  /**
   * Converts the given sRGB image data to linear color space.
   *
   * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
   * @return {HTMLCanvasElement|Object} The converted image.
   */
  static sRGBToLinear(image) {
    if (typeof HTMLImageElement !== "undefined" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== "undefined" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== "undefined" && image instanceof ImageBitmap) {
      const canvas = createElementNS("canvas");
      canvas.width = image.width;
      canvas.height = image.height;
      const context = canvas.getContext("2d");
      context.drawImage(image, 0, 0, image.width, image.height);
      const imageData = context.getImageData(0, 0, image.width, image.height);
      const data = imageData.data;
      for (let i = 0; i < data.length; i++) {
        data[i] = SRGBToLinear(data[i] / 255) * 255;
      }
      context.putImageData(imageData, 0, 0);
      return canvas;
    } else if (image.data) {
      const data = image.data.slice(0);
      for (let i = 0; i < data.length; i++) {
        if (data instanceof Uint8Array || data instanceof Uint8ClampedArray) {
          data[i] = Math.floor(SRGBToLinear(data[i] / 255) * 255);
        } else {
          data[i] = SRGBToLinear(data[i]);
        }
      }
      return {
        data,
        width: image.width,
        height: image.height
      };
    } else {
      warn("ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.");
      return image;
    }
  }
};
var _sourceId = 0;
var Source = class {
  /**
   * Constructs a new video texture.
   *
   * @param {any} [data=null] - The data definition of a texture.
   */
  constructor(data = null) {
    this.isSource = true;
    Object.defineProperty(this, "id", { value: _sourceId++ });
    this.uuid = generateUUID();
    this.data = data;
    this.dataReady = true;
    this.version = 0;
  }
  /**
   * Returns the dimensions of the source into the given target vector.
   *
   * @param {(Vector2|Vector3)} target - The target object the result is written into.
   * @return {(Vector2|Vector3)} The dimensions of the source.
   */
  getSize(target) {
    const data = this.data;
    if (typeof HTMLVideoElement !== "undefined" && data instanceof HTMLVideoElement) {
      target.set(data.videoWidth, data.videoHeight, 0);
    } else if (typeof VideoFrame !== "undefined" && data instanceof VideoFrame) {
      target.set(data.displayHeight, data.displayWidth, 0);
    } else if (data !== null) {
      target.set(data.width, data.height, data.depth || 0);
    } else {
      target.set(0, 0, 0);
    }
    return target;
  }
  /**
   * When the property is set to `true`, the engine allocates the memory
   * for the texture (if necessary) and triggers the actual texture upload
   * to the GPU next time the source is used.
   *
   * @type {boolean}
   * @default false
   * @param {boolean} value
   */
  set needsUpdate(value) {
    if (value === true) this.version++;
  }
  /**
   * Serializes the source into JSON.
   *
   * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
   * @return {Object} A JSON object representing the serialized source.
   * @see {@link ObjectLoader#parse}
   */
  toJSON(meta) {
    const isRootObject = meta === void 0 || typeof meta === "string";
    if (!isRootObject && meta.images[this.uuid] !== void 0) {
      return meta.images[this.uuid];
    }
    const output = {
      uuid: this.uuid,
      url: ""
    };
    const data = this.data;
    if (data !== null) {
      let url;
      if (Array.isArray(data)) {
        url = [];
        for (let i = 0, l = data.length; i < l; i++) {
          if (data[i].isDataTexture) {
            url.push(serializeImage(data[i].image));
          } else {
            url.push(serializeImage(data[i]));
          }
        }
      } else {
        url = serializeImage(data);
      }
      output.url = url;
    }
    if (!isRootObject) {
      meta.images[this.uuid] = output;
    }
    return output;
  }
};
function serializeImage(image) {
  if (typeof HTMLImageElement !== "undefined" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== "undefined" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== "undefined" && image instanceof ImageBitmap) {
    return ImageUtils.getDataURL(image);
  } else {
    if (image.data) {
      return {
        data: Array.from(image.data),
        width: image.width,
        height: image.height,
        type: image.data.constructor.name
      };
    } else {
      warn("Texture: Unable to serialize Texture.");
      return {};
    }
  }
}
var _textureId = 0;
var _tempVec3 = new Vector3();
var Texture = class _Texture extends EventDispatcher {
  /**
   * Constructs a new texture.
   *
   * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
   * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=LinearFilter] - The mag filter value.
   * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
   * @param {number} [format=RGBAFormat] - The texture format.
   * @param {number} [type=UnsignedByteType] - The texture type.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   * @param {string} [colorSpace=NoColorSpace] - The color space.
   */
  constructor(image = _Texture.DEFAULT_IMAGE, mapping = _Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = _Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace) {
    super();
    this.isTexture = true;
    Object.defineProperty(this, "id", { value: _textureId++ });
    this.uuid = generateUUID();
    this.name = "";
    this.source = new Source(image);
    this.mipmaps = [];
    this.mapping = mapping;
    this.channel = 0;
    this.wrapS = wrapS;
    this.wrapT = wrapT;
    this.magFilter = magFilter;
    this.minFilter = minFilter;
    this.anisotropy = anisotropy;
    this.format = format;
    this.internalFormat = null;
    this.type = type;
    this.offset = new Vector2(0, 0);
    this.repeat = new Vector2(1, 1);
    this.center = new Vector2(0, 0);
    this.rotation = 0;
    this.matrixAutoUpdate = true;
    this.matrix = new Matrix3();
    this.generateMipmaps = true;
    this.premultiplyAlpha = false;
    this.flipY = true;
    this.unpackAlignment = 4;
    this.colorSpace = colorSpace;
    this.userData = {};
    this.updateRanges = [];
    this.version = 0;
    this.onUpdate = null;
    this.renderTarget = null;
    this.isRenderTargetTexture = false;
    this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
    this.pmremVersion = 0;
  }
  /**
   * The width of the texture in pixels.
   */
  get width() {
    return this.source.getSize(_tempVec3).x;
  }
  /**
   * The height of the texture in pixels.
   */
  get height() {
    return this.source.getSize(_tempVec3).y;
  }
  /**
   * The depth of the texture in pixels.
   */
  get depth() {
    return this.source.getSize(_tempVec3).z;
  }
  /**
   * The image object holding the texture data.
   *
   * @type {?Object}
   */
  get image() {
    return this.source.data;
  }
  set image(value = null) {
    this.source.data = value;
  }
  /**
   * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
   * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
   */
  updateMatrix() {
    this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
  }
  /**
   * Adds a range of data in the data texture to be updated on the GPU.
   *
   * @param {number} start - Position at which to start update.
   * @param {number} count - The number of components to update.
   */
  addUpdateRange(start, count) {
    this.updateRanges.push({ start, count });
  }
  /**
   * Clears the update ranges.
   */
  clearUpdateRanges() {
    this.updateRanges.length = 0;
  }
  /**
   * Returns a new texture with copied values from this instance.
   *
   * @return {Texture} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Copies the values of the given texture to this instance.
   *
   * @param {Texture} source - The texture to copy.
   * @return {Texture} A reference to this instance.
   */
  copy(source) {
    this.name = source.name;
    this.source = source.source;
    this.mipmaps = source.mipmaps.slice(0);
    this.mapping = source.mapping;
    this.channel = source.channel;
    this.wrapS = source.wrapS;
    this.wrapT = source.wrapT;
    this.magFilter = source.magFilter;
    this.minFilter = source.minFilter;
    this.anisotropy = source.anisotropy;
    this.format = source.format;
    this.internalFormat = source.internalFormat;
    this.type = source.type;
    this.offset.copy(source.offset);
    this.repeat.copy(source.repeat);
    this.center.copy(source.center);
    this.rotation = source.rotation;
    this.matrixAutoUpdate = source.matrixAutoUpdate;
    this.matrix.copy(source.matrix);
    this.generateMipmaps = source.generateMipmaps;
    this.premultiplyAlpha = source.premultiplyAlpha;
    this.flipY = source.flipY;
    this.unpackAlignment = source.unpackAlignment;
    this.colorSpace = source.colorSpace;
    this.renderTarget = source.renderTarget;
    this.isRenderTargetTexture = source.isRenderTargetTexture;
    this.isArrayTexture = source.isArrayTexture;
    this.userData = JSON.parse(JSON.stringify(source.userData));
    this.needsUpdate = true;
    return this;
  }
  /**
   * Sets this texture's properties based on `values`.
   * @param {Object} values - A container with texture parameters.
   */
  setValues(values) {
    for (const key in values) {
      const newValue = values[key];
      if (newValue === void 0) {
        warn(`Texture.setValues(): parameter '${key}' has value of undefined.`);
        continue;
      }
      const currentValue = this[key];
      if (currentValue === void 0) {
        warn(`Texture.setValues(): property '${key}' does not exist.`);
        continue;
      }
      if (currentValue && newValue && (currentValue.isVector2 && newValue.isVector2)) {
        currentValue.copy(newValue);
      } else if (currentValue && newValue && (currentValue.isVector3 && newValue.isVector3)) {
        currentValue.copy(newValue);
      } else if (currentValue && newValue && (currentValue.isMatrix3 && newValue.isMatrix3)) {
        currentValue.copy(newValue);
      } else {
        this[key] = newValue;
      }
    }
  }
  /**
   * Serializes the texture into JSON.
   *
   * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
   * @return {Object} A JSON object representing the serialized texture.
   * @see {@link ObjectLoader#parse}
   */
  toJSON(meta) {
    const isRootObject = meta === void 0 || typeof meta === "string";
    if (!isRootObject && meta.textures[this.uuid] !== void 0) {
      return meta.textures[this.uuid];
    }
    const output = {
      metadata: {
        version: 4.7,
        type: "Texture",
        generator: "Texture.toJSON"
      },
      uuid: this.uuid,
      name: this.name,
      image: this.source.toJSON(meta).uuid,
      mapping: this.mapping,
      channel: this.channel,
      repeat: [this.repeat.x, this.repeat.y],
      offset: [this.offset.x, this.offset.y],
      center: [this.center.x, this.center.y],
      rotation: this.rotation,
      wrap: [this.wrapS, this.wrapT],
      format: this.format,
      internalFormat: this.internalFormat,
      type: this.type,
      colorSpace: this.colorSpace,
      minFilter: this.minFilter,
      magFilter: this.magFilter,
      anisotropy: this.anisotropy,
      flipY: this.flipY,
      generateMipmaps: this.generateMipmaps,
      premultiplyAlpha: this.premultiplyAlpha,
      unpackAlignment: this.unpackAlignment
    };
    if (Object.keys(this.userData).length > 0) output.userData = this.userData;
    if (!isRootObject) {
      meta.textures[this.uuid] = output;
    }
    return output;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   *
   * @fires Texture#dispose
   */
  dispose() {
    this.dispatchEvent({ type: "dispose" });
  }
  /**
   * Transforms the given uv vector with the textures uv transformation matrix.
   *
   * @param {Vector2} uv - The uv vector.
   * @return {Vector2} The transformed uv vector.
   */
  transformUv(uv) {
    if (this.mapping !== UVMapping) return uv;
    uv.applyMatrix3(this.matrix);
    if (uv.x < 0 || uv.x > 1) {
      switch (this.wrapS) {
        case RepeatWrapping:
          uv.x = uv.x - Math.floor(uv.x);
          break;
        case ClampToEdgeWrapping:
          uv.x = uv.x < 0 ? 0 : 1;
          break;
        case MirroredRepeatWrapping:
          if (Math.abs(Math.floor(uv.x) % 2) === 1) {
            uv.x = Math.ceil(uv.x) - uv.x;
          } else {
            uv.x = uv.x - Math.floor(uv.x);
          }
          break;
      }
    }
    if (uv.y < 0 || uv.y > 1) {
      switch (this.wrapT) {
        case RepeatWrapping:
          uv.y = uv.y - Math.floor(uv.y);
          break;
        case ClampToEdgeWrapping:
          uv.y = uv.y < 0 ? 0 : 1;
          break;
        case MirroredRepeatWrapping:
          if (Math.abs(Math.floor(uv.y) % 2) === 1) {
            uv.y = Math.ceil(uv.y) - uv.y;
          } else {
            uv.y = uv.y - Math.floor(uv.y);
          }
          break;
      }
    }
    if (this.flipY) {
      uv.y = 1 - uv.y;
    }
    return uv;
  }
  /**
   * Setting this property to `true` indicates the engine the texture
   * must be updated in the next render. This triggers a texture upload
   * to the GPU and ensures correct texture parameter configuration.
   *
   * @type {boolean}
   * @default false
   * @param {boolean} value
   */
  set needsUpdate(value) {
    if (value === true) {
      this.version++;
      this.source.needsUpdate = true;
    }
  }
  /**
   * Setting this property to `true` indicates the engine the PMREM
   * must be regenerated.
   *
   * @type {boolean}
   * @default false
   * @param {boolean} value
   */
  set needsPMREMUpdate(value) {
    if (value === true) {
      this.pmremVersion++;
    }
  }
};
Texture.DEFAULT_IMAGE = null;
Texture.DEFAULT_MAPPING = UVMapping;
Texture.DEFAULT_ANISOTROPY = 1;
var Vector4 = class _Vector4 {
  /**
   * Constructs a new 4D vector.
   *
   * @param {number} [x=0] - The x value of this vector.
   * @param {number} [y=0] - The y value of this vector.
   * @param {number} [z=0] - The z value of this vector.
   * @param {number} [w=1] - The w value of this vector.
   */
  constructor(x = 0, y = 0, z = 0, w = 1) {
    _Vector4.prototype.isVector4 = true;
    this.x = x;
    this.y = y;
    this.z = z;
    this.w = w;
  }
  /**
   * Alias for {@link Vector4#z}.
   *
   * @type {number}
   */
  get width() {
    return this.z;
  }
  set width(value) {
    this.z = value;
  }
  /**
   * Alias for {@link Vector4#w}.
   *
   * @type {number}
   */
  get height() {
    return this.w;
  }
  set height(value) {
    this.w = value;
  }
  /**
   * Sets the vector components.
   *
   * @param {number} x - The value of the x component.
   * @param {number} y - The value of the y component.
   * @param {number} z - The value of the z component.
   * @param {number} w - The value of the w component.
   * @return {Vector4} A reference to this vector.
   */
  set(x, y, z, w) {
    this.x = x;
    this.y = y;
    this.z = z;
    this.w = w;
    return this;
  }
  /**
   * Sets the vector components to the same value.
   *
   * @param {number} scalar - The value to set for all vector components.
   * @return {Vector4} A reference to this vector.
   */
  setScalar(scalar) {
    this.x = scalar;
    this.y = scalar;
    this.z = scalar;
    this.w = scalar;
    return this;
  }
  /**
   * Sets the vector's x component to the given value
   *
   * @param {number} x - The value to set.
   * @return {Vector4} A reference to this vector.
   */
  setX(x) {
    this.x = x;
    return this;
  }
  /**
   * Sets the vector's y component to the given value
   *
   * @param {number} y - The value to set.
   * @return {Vector4} A reference to this vector.
   */
  setY(y) {
    this.y = y;
    return this;
  }
  /**
   * Sets the vector's z component to the given value
   *
   * @param {number} z - The value to set.
   * @return {Vector4} A reference to this vector.
   */
  setZ(z) {
    this.z = z;
    return this;
  }
  /**
   * Sets the vector's w component to the given value
   *
   * @param {number} w - The value to set.
   * @return {Vector4} A reference to this vector.
   */
  setW(w) {
    this.w = w;
    return this;
  }
  /**
   * Allows to set a vector component with an index.
   *
   * @param {number} index - The component index. `0` equals to x, `1` equals to y,
   * `2` equals to z, `3` equals to w.
   * @param {number} value - The value to set.
   * @return {Vector4} A reference to this vector.
   */
  setComponent(index, value) {
    switch (index) {
      case 0:
        this.x = value;
        break;
      case 1:
        this.y = value;
        break;
      case 2:
        this.z = value;
        break;
      case 3:
        this.w = value;
        break;
      default:
        throw new Error("index is out of range: " + index);
    }
    return this;
  }
  /**
   * Returns the value of the vector component which matches the given index.
   *
   * @param {number} index - The component index. `0` equals to x, `1` equals to y,
   * `2` equals to z, `3` equals to w.
   * @return {number} A vector component value.
   */
  getComponent(index) {
    switch (index) {
      case 0:
        return this.x;
      case 1:
        return this.y;
      case 2:
        return this.z;
      case 3:
        return this.w;
      default:
        throw new Error("index is out of range: " + index);
    }
  }
  /**
   * Returns a new vector with copied values from this instance.
   *
   * @return {Vector4} A clone of this instance.
   */
  clone() {
    return new this.constructor(this.x, this.y, this.z, this.w);
  }
  /**
   * Copies the values of the given vector to this instance.
   *
   * @param {Vector3|Vector4} v - The vector to copy.
   * @return {Vector4} A reference to this vector.
   */
  copy(v) {
    this.x = v.x;
    this.y = v.y;
    this.z = v.z;
    this.w = v.w !== void 0 ? v.w : 1;
    return this;
  }
  /**
   * Adds the given vector to this instance.
   *
   * @param {Vector4} v - The vector to add.
   * @return {Vector4} A reference to this vector.
   */
  add(v) {
    this.x += v.x;
    this.y += v.y;
    this.z += v.z;
    this.w += v.w;
    return this;
  }
  /**
   * Adds the given scalar value to all components of this instance.
   *
   * @param {number} s - The scalar to add.
   * @return {Vector4} A reference to this vector.
   */
  addScalar(s) {
    this.x += s;
    this.y += s;
    this.z += s;
    this.w += s;
    return this;
  }
  /**
   * Adds the given vectors and stores the result in this instance.
   *
   * @param {Vector4} a - The first vector.
   * @param {Vector4} b - The second vector.
   * @return {Vector4} A reference to this vector.
   */
  addVectors(a, b) {
    this.x = a.x + b.x;
    this.y = a.y + b.y;
    this.z = a.z + b.z;
    this.w = a.w + b.w;
    return this;
  }
  /**
   * Adds the given vector scaled by the given factor to this instance.
   *
   * @param {Vector4} v - The vector.
   * @param {number} s - The factor that scales `v`.
   * @return {Vector4} A reference to this vector.
   */
  addScaledVector(v, s) {
    this.x += v.x * s;
    this.y += v.y * s;
    this.z += v.z * s;
    this.w += v.w * s;
    return this;
  }
  /**
   * Subtracts the given vector from this instance.
   *
   * @param {Vector4} v - The vector to subtract.
   * @return {Vector4} A reference to this vector.
   */
  sub(v) {
    this.x -= v.x;
    this.y -= v.y;
    this.z -= v.z;
    this.w -= v.w;
    return this;
  }
  /**
   * Subtracts the given scalar value from all components of this instance.
   *
   * @param {number} s - The scalar to subtract.
   * @return {Vector4} A reference to this vector.
   */
  subScalar(s) {
    this.x -= s;
    this.y -= s;
    this.z -= s;
    this.w -= s;
    return this;
  }
  /**
   * Subtracts the given vectors and stores the result in this instance.
   *
   * @param {Vector4} a - The first vector.
   * @param {Vector4} b - The second vector.
   * @return {Vector4} A reference to this vector.
   */
  subVectors(a, b) {
    this.x = a.x - b.x;
    this.y = a.y - b.y;
    this.z = a.z - b.z;
    this.w = a.w - b.w;
    return this;
  }
  /**
   * Multiplies the given vector with this instance.
   *
   * @param {Vector4} v - The vector to multiply.
   * @return {Vector4} A reference to this vector.
   */
  multiply(v) {
    this.x *= v.x;
    this.y *= v.y;
    this.z *= v.z;
    this.w *= v.w;
    return this;
  }
  /**
   * Multiplies the given scalar value with all components of this instance.
   *
   * @param {number} scalar - The scalar to multiply.
   * @return {Vector4} A reference to this vector.
   */
  multiplyScalar(scalar) {
    this.x *= scalar;
    this.y *= scalar;
    this.z *= scalar;
    this.w *= scalar;
    return this;
  }
  /**
   * Multiplies this vector with the given 4x4 matrix.
   *
   * @param {Matrix4} m - The 4x4 matrix.
   * @return {Vector4} A reference to this vector.
   */
  applyMatrix4(m) {
    const x = this.x, y = this.y, z = this.z, w = this.w;
    const e = m.elements;
    this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
    this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
    this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
    this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
    return this;
  }
  /**
   * Divides this instance by the given vector.
   *
   * @param {Vector4} v - The vector to divide.
   * @return {Vector4} A reference to this vector.
   */
  divide(v) {
    this.x /= v.x;
    this.y /= v.y;
    this.z /= v.z;
    this.w /= v.w;
    return this;
  }
  /**
   * Divides this vector by the given scalar.
   *
   * @param {number} scalar - The scalar to divide.
   * @return {Vector4} A reference to this vector.
   */
  divideScalar(scalar) {
    return this.multiplyScalar(1 / scalar);
  }
  /**
   * Sets the x, y and z components of this
   * vector to the quaternion's axis and w to the angle.
   *
   * @param {Quaternion} q - The Quaternion to set.
   * @return {Vector4} A reference to this vector.
   */
  setAxisAngleFromQuaternion(q) {
    this.w = 2 * Math.acos(q.w);
    const s = Math.sqrt(1 - q.w * q.w);
    if (s < 1e-4) {
      this.x = 1;
      this.y = 0;
      this.z = 0;
    } else {
      this.x = q.x / s;
      this.y = q.y / s;
      this.z = q.z / s;
    }
    return this;
  }
  /**
   * Sets the x, y and z components of this
   * vector to the axis of rotation and w to the angle.
   *
   * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
   * @return {Vector4} A reference to this vector.
   */
  setAxisAngleFromRotationMatrix(m) {
    let angle, x, y, z;
    const epsilon = 0.01, epsilon2 = 0.1, te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10];
    if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
      if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
        this.set(1, 0, 0, 0);
        return this;
      }
      angle = Math.PI;
      const xx = (m11 + 1) / 2;
      const yy = (m22 + 1) / 2;
      const zz = (m33 + 1) / 2;
      const xy = (m12 + m21) / 4;
      const xz = (m13 + m31) / 4;
      const yz = (m23 + m32) / 4;
      if (xx > yy && xx > zz) {
        if (xx < epsilon) {
          x = 0;
          y = 0.707106781;
          z = 0.707106781;
        } else {
          x = Math.sqrt(xx);
          y = xy / x;
          z = xz / x;
        }
      } else if (yy > zz) {
        if (yy < epsilon) {
          x = 0.707106781;
          y = 0;
          z = 0.707106781;
        } else {
          y = Math.sqrt(yy);
          x = xy / y;
          z = yz / y;
        }
      } else {
        if (zz < epsilon) {
          x = 0.707106781;
          y = 0.707106781;
          z = 0;
        } else {
          z = Math.sqrt(zz);
          x = xz / z;
          y = yz / z;
        }
      }
      this.set(x, y, z, angle);
      return this;
    }
    let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12));
    if (Math.abs(s) < 1e-3) s = 1;
    this.x = (m32 - m23) / s;
    this.y = (m13 - m31) / s;
    this.z = (m21 - m12) / s;
    this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
    return this;
  }
  /**
   * Sets the vector components to the position elements of the
   * given transformation matrix.
   *
   * @param {Matrix4} m - The 4x4 matrix.
   * @return {Vector4} A reference to this vector.
   */
  setFromMatrixPosition(m) {
    const e = m.elements;
    this.x = e[12];
    this.y = e[13];
    this.z = e[14];
    this.w = e[15];
    return this;
  }
  /**
   * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
   * value, replace that value with the corresponding min value.
   *
   * @param {Vector4} v - The vector.
   * @return {Vector4} A reference to this vector.
   */
  min(v) {
    this.x = Math.min(this.x, v.x);
    this.y = Math.min(this.y, v.y);
    this.z = Math.min(this.z, v.z);
    this.w = Math.min(this.w, v.w);
    return this;
  }
  /**
   * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
   * value, replace that value with the corresponding max value.
   *
   * @param {Vector4} v - The vector.
   * @return {Vector4} A reference to this vector.
   */
  max(v) {
    this.x = Math.max(this.x, v.x);
    this.y = Math.max(this.y, v.y);
    this.z = Math.max(this.z, v.z);
    this.w = Math.max(this.w, v.w);
    return this;
  }
  /**
   * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
   * value, it is replaced by the corresponding value.
   * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
   * it is replaced by the corresponding value.
   *
   * @param {Vector4} min - The minimum x, y and z values.
   * @param {Vector4} max - The maximum x, y and z values in the desired range.
   * @return {Vector4} A reference to this vector.
   */
  clamp(min, max) {
    this.x = clamp(this.x, min.x, max.x);
    this.y = clamp(this.y, min.y, max.y);
    this.z = clamp(this.z, min.z, max.z);
    this.w = clamp(this.w, min.w, max.w);
    return this;
  }
  /**
   * If this vector's x, y, z or w values are greater than the max value, they are
   * replaced by the max value.
   * If this vector's x, y, z or w values are less than the min value, they are
   * replaced by the min value.
   *
   * @param {number} minVal - The minimum value the components will be clamped to.
   * @param {number} maxVal - The maximum value the components will be clamped to.
   * @return {Vector4} A reference to this vector.
   */
  clampScalar(minVal, maxVal) {
    this.x = clamp(this.x, minVal, maxVal);
    this.y = clamp(this.y, minVal, maxVal);
    this.z = clamp(this.z, minVal, maxVal);
    this.w = clamp(this.w, minVal, maxVal);
    return this;
  }
  /**
   * If this vector's length is greater than the max value, it is replaced by
   * the max value.
   * If this vector's length is less than the min value, it is replaced by the
   * min value.
   *
   * @param {number} min - The minimum value the vector length will be clamped to.
   * @param {number} max - The maximum value the vector length will be clamped to.
   * @return {Vector4} A reference to this vector.
   */
  clampLength(min, max) {
    const length = this.length();
    return this.divideScalar(length || 1).multiplyScalar(clamp(length, min, max));
  }
  /**
   * The components of this vector are rounded down to the nearest integer value.
   *
   * @return {Vector4} A reference to this vector.
   */
  floor() {
    this.x = Math.floor(this.x);
    this.y = Math.floor(this.y);
    this.z = Math.floor(this.z);
    this.w = Math.floor(this.w);
    return this;
  }
  /**
   * The components of this vector are rounded up to the nearest integer value.
   *
   * @return {Vector4} A reference to this vector.
   */
  ceil() {
    this.x = Math.ceil(this.x);
    this.y = Math.ceil(this.y);
    this.z = Math.ceil(this.z);
    this.w = Math.ceil(this.w);
    return this;
  }
  /**
   * The components of this vector are rounded to the nearest integer value
   *
   * @return {Vector4} A reference to this vector.
   */
  round() {
    this.x = Math.round(this.x);
    this.y = Math.round(this.y);
    this.z = Math.round(this.z);
    this.w = Math.round(this.w);
    return this;
  }
  /**
   * The components of this vector are rounded towards zero (up if negative,
   * down if positive) to an integer value.
   *
   * @return {Vector4} A reference to this vector.
   */
  roundToZero() {
    this.x = Math.trunc(this.x);
    this.y = Math.trunc(this.y);
    this.z = Math.trunc(this.z);
    this.w = Math.trunc(this.w);
    return this;
  }
  /**
   * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
   *
   * @return {Vector4} A reference to this vector.
   */
  negate() {
    this.x = -this.x;
    this.y = -this.y;
    this.z = -this.z;
    this.w = -this.w;
    return this;
  }
  /**
   * Calculates the dot product of the given vector with this instance.
   *
   * @param {Vector4} v - The vector to compute the dot product with.
   * @return {number} The result of the dot product.
   */
  dot(v) {
    return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  }
  /**
   * Computes the square of the Euclidean length (straight-line length) from
   * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
   * compare the length squared instead as it is slightly more efficient to calculate.
   *
   * @return {number} The square length of this vector.
   */
  lengthSq() {
    return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  }
  /**
   * Computes the  Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
   *
   * @return {number} The length of this vector.
   */
  length() {
    return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  }
  /**
   * Computes the Manhattan length of this vector.
   *
   * @return {number} The length of this vector.
   */
  manhattanLength() {
    return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
  }
  /**
   * Converts this vector to a unit vector - that is, sets it equal to a vector
   * with the same direction as this one, but with a vector length of `1`.
   *
   * @return {Vector4} A reference to this vector.
   */
  normalize() {
    return this.divideScalar(this.length() || 1);
  }
  /**
   * Sets this vector to a vector with the same direction as this one, but
   * with the specified length.
   *
   * @param {number} length - The new length of this vector.
   * @return {Vector4} A reference to this vector.
   */
  setLength(length) {
    return this.normalize().multiplyScalar(length);
  }
  /**
   * Linearly interpolates between the given vector and this instance, where
   * alpha is the percent distance along the line - alpha = 0 will be this
   * vector, and alpha = 1 will be the given one.
   *
   * @param {Vector4} v - The vector to interpolate towards.
   * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
   * @return {Vector4} A reference to this vector.
   */
  lerp(v, alpha) {
    this.x += (v.x - this.x) * alpha;
    this.y += (v.y - this.y) * alpha;
    this.z += (v.z - this.z) * alpha;
    this.w += (v.w - this.w) * alpha;
    return this;
  }
  /**
   * Linearly interpolates between the given vectors, where alpha is the percent
   * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
   * be the second one. The result is stored in this instance.
   *
   * @param {Vector4} v1 - The first vector.
   * @param {Vector4} v2 - The second vector.
   * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
   * @return {Vector4} A reference to this vector.
   */
  lerpVectors(v1, v2, alpha) {
    this.x = v1.x + (v2.x - v1.x) * alpha;
    this.y = v1.y + (v2.y - v1.y) * alpha;
    this.z = v1.z + (v2.z - v1.z) * alpha;
    this.w = v1.w + (v2.w - v1.w) * alpha;
    return this;
  }
  /**
   * Returns `true` if this vector is equal with the given one.
   *
   * @param {Vector4} v - The vector to test for equality.
   * @return {boolean} Whether this vector is equal with the given one.
   */
  equals(v) {
    return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
  }
  /**
   * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
   * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
   *
   * @param {Array<number>} array - An array holding the vector component values.
   * @param {number} [offset=0] - The offset into the array.
   * @return {Vector4} A reference to this vector.
   */
  fromArray(array, offset = 0) {
    this.x = array[offset];
    this.y = array[offset + 1];
    this.z = array[offset + 2];
    this.w = array[offset + 3];
    return this;
  }
  /**
   * Writes the components of this vector to the given array. If no array is provided,
   * the method returns a new instance.
   *
   * @param {Array<number>} [array=[]] - The target array holding the vector components.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Array<number>} The vector components.
   */
  toArray(array = [], offset = 0) {
    array[offset] = this.x;
    array[offset + 1] = this.y;
    array[offset + 2] = this.z;
    array[offset + 3] = this.w;
    return array;
  }
  /**
   * Sets the components of this vector from the given buffer attribute.
   *
   * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
   * @param {number} index - The index into the attribute.
   * @return {Vector4} A reference to this vector.
   */
  fromBufferAttribute(attribute, index) {
    this.x = attribute.getX(index);
    this.y = attribute.getY(index);
    this.z = attribute.getZ(index);
    this.w = attribute.getW(index);
    return this;
  }
  /**
   * Sets each component of this vector to a pseudo-random value between `0` and
   * `1`, excluding `1`.
   *
   * @return {Vector4} A reference to this vector.
   */
  random() {
    this.x = Math.random();
    this.y = Math.random();
    this.z = Math.random();
    this.w = Math.random();
    return this;
  }
  *[Symbol.iterator]() {
    yield this.x;
    yield this.y;
    yield this.z;
    yield this.w;
  }
};
var RenderTarget = class extends EventDispatcher {
  /**
   * Render target options.
   *
   * @typedef {Object} RenderTarget~Options
   * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
   * @property {number} [magFilter=LinearFilter] - The mag filter.
   * @property {number} [minFilter=LinearFilter] - The min filter.
   * @property {number} [format=RGBAFormat] - The texture format.
   * @property {number} [type=UnsignedByteType] - The texture type.
   * @property {?string} [internalFormat=null] - The texture's internal format.
   * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
   * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
   * @property {number} [anisotropy=1] - The texture's anisotropy value.
   * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
   * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
   * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
   * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
   * @property {boolean} [resolveStencilBuffer=true] - Whether  to resolve the stencil buffer or not.
   * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
   * @property {number} [samples=0] - The MSAA samples count.
   * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
   * @property {number} [depth=1] - The texture depth.
   * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
   */
  /**
   * Constructs a new render target.
   *
   * @param {number} [width=1] - The width of the render target.
   * @param {number} [height=1] - The height of the render target.
   * @param {RenderTarget~Options} [options] - The configuration object.
   */
  constructor(width = 1, height = 1, options = {}) {
    super();
    options = Object.assign({
      generateMipmaps: false,
      internalFormat: null,
      minFilter: LinearFilter,
      depthBuffer: true,
      stencilBuffer: false,
      resolveDepthBuffer: true,
      resolveStencilBuffer: true,
      depthTexture: null,
      samples: 0,
      count: 1,
      depth: 1,
      multiview: false
    }, options);
    this.isRenderTarget = true;
    this.width = width;
    this.height = height;
    this.depth = options.depth;
    this.scissor = new Vector4(0, 0, width, height);
    this.scissorTest = false;
    this.viewport = new Vector4(0, 0, width, height);
    const image = { width, height, depth: options.depth };
    const texture = new Texture(image);
    this.textures = [];
    const count = options.count;
    for (let i = 0; i < count; i++) {
      this.textures[i] = texture.clone();
      this.textures[i].isRenderTargetTexture = true;
      this.textures[i].renderTarget = this;
    }
    this._setTextureOptions(options);
    this.depthBuffer = options.depthBuffer;
    this.stencilBuffer = options.stencilBuffer;
    this.resolveDepthBuffer = options.resolveDepthBuffer;
    this.resolveStencilBuffer = options.resolveStencilBuffer;
    this._depthTexture = null;
    this.depthTexture = options.depthTexture;
    this.samples = options.samples;
    this.multiview = options.multiview;
  }
  _setTextureOptions(options = {}) {
    const values = {
      minFilter: LinearFilter,
      generateMipmaps: false,
      flipY: false,
      internalFormat: null
    };
    if (options.mapping !== void 0) values.mapping = options.mapping;
    if (options.wrapS !== void 0) values.wrapS = options.wrapS;
    if (options.wrapT !== void 0) values.wrapT = options.wrapT;
    if (options.wrapR !== void 0) values.wrapR = options.wrapR;
    if (options.magFilter !== void 0) values.magFilter = options.magFilter;
    if (options.minFilter !== void 0) values.minFilter = options.minFilter;
    if (options.format !== void 0) values.format = options.format;
    if (options.type !== void 0) values.type = options.type;
    if (options.anisotropy !== void 0) values.anisotropy = options.anisotropy;
    if (options.colorSpace !== void 0) values.colorSpace = options.colorSpace;
    if (options.flipY !== void 0) values.flipY = options.flipY;
    if (options.generateMipmaps !== void 0) values.generateMipmaps = options.generateMipmaps;
    if (options.internalFormat !== void 0) values.internalFormat = options.internalFormat;
    for (let i = 0; i < this.textures.length; i++) {
      const texture = this.textures[i];
      texture.setValues(values);
    }
  }
  /**
   * The texture representing the default color attachment.
   *
   * @type {Texture}
   */
  get texture() {
    return this.textures[0];
  }
  set texture(value) {
    this.textures[0] = value;
  }
  set depthTexture(current) {
    if (this._depthTexture !== null) this._depthTexture.renderTarget = null;
    if (current !== null) current.renderTarget = this;
    this._depthTexture = current;
  }
  /**
   * Instead of saving the depth in a renderbuffer, a texture
   * can be used instead which is useful for further processing
   * e.g. in context of post-processing.
   *
   * @type {?DepthTexture}
   * @default null
   */
  get depthTexture() {
    return this._depthTexture;
  }
  /**
   * Sets the size of this render target.
   *
   * @param {number} width - The width.
   * @param {number} height - The height.
   * @param {number} [depth=1] - The depth.
   */
  setSize(width, height, depth = 1) {
    if (this.width !== width || this.height !== height || this.depth !== depth) {
      this.width = width;
      this.height = height;
      this.depth = depth;
      for (let i = 0, il = this.textures.length; i < il; i++) {
        this.textures[i].image.width = width;
        this.textures[i].image.height = height;
        this.textures[i].image.depth = depth;
        if (this.textures[i].isData3DTexture !== true) {
          this.textures[i].isArrayTexture = this.textures[i].image.depth > 1;
        }
      }
      this.dispose();
    }
    this.viewport.set(0, 0, width, height);
    this.scissor.set(0, 0, width, height);
  }
  /**
   * Returns a new render target with copied values from this instance.
   *
   * @return {RenderTarget} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Copies the settings of the given render target. This is a structural copy so
   * no resources are shared between render targets after the copy. That includes
   * all MRT textures and the depth texture.
   *
   * @param {RenderTarget} source - The render target to copy.
   * @return {RenderTarget} A reference to this instance.
   */
  copy(source) {
    this.width = source.width;
    this.height = source.height;
    this.depth = source.depth;
    this.scissor.copy(source.scissor);
    this.scissorTest = source.scissorTest;
    this.viewport.copy(source.viewport);
    this.textures.length = 0;
    for (let i = 0, il = source.textures.length; i < il; i++) {
      this.textures[i] = source.textures[i].clone();
      this.textures[i].isRenderTargetTexture = true;
      this.textures[i].renderTarget = this;
      const image = Object.assign({}, source.textures[i].image);
      this.textures[i].source = new Source(image);
    }
    this.depthBuffer = source.depthBuffer;
    this.stencilBuffer = source.stencilBuffer;
    this.resolveDepthBuffer = source.resolveDepthBuffer;
    this.resolveStencilBuffer = source.resolveStencilBuffer;
    if (source.depthTexture !== null) this.depthTexture = source.depthTexture.clone();
    this.samples = source.samples;
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   *
   * @fires RenderTarget#dispose
   */
  dispose() {
    this.dispatchEvent({ type: "dispose" });
  }
};
var WebGLRenderTarget = class extends RenderTarget {
  /**
   * Constructs a new 3D render target.
   *
   * @param {number} [width=1] - The width of the render target.
   * @param {number} [height=1] - The height of the render target.
   * @param {RenderTarget~Options} [options] - The configuration object.
   */
  constructor(width = 1, height = 1, options = {}) {
    super(width, height, options);
    this.isWebGLRenderTarget = true;
  }
};
var DataArrayTexture = class extends Texture {
  /**
   * Constructs a new data array texture.
   *
   * @param {?TypedArray} [data=null] - The buffer data.
   * @param {number} [width=1] - The width of the texture.
   * @param {number} [height=1] - The height of the texture.
   * @param {number} [depth=1] - The depth of the texture.
   */
  constructor(data = null, width = 1, height = 1, depth = 1) {
    super(null);
    this.isDataArrayTexture = true;
    this.image = { data, width, height, depth };
    this.magFilter = NearestFilter;
    this.minFilter = NearestFilter;
    this.wrapR = ClampToEdgeWrapping;
    this.generateMipmaps = false;
    this.flipY = false;
    this.unpackAlignment = 1;
    this.layerUpdates = /* @__PURE__ */ new Set();
  }
  /**
   * Describes that a specific layer of the texture needs to be updated.
   * Normally when {@link Texture#needsUpdate} is set to `true`, the
   * entire data texture array is sent to the GPU. Marking specific
   * layers will only transmit subsets of all mipmaps associated with a
   * specific depth in the array which is often much more performant.
   *
   * @param {number} layerIndex - The layer index that should be updated.
   */
  addLayerUpdate(layerIndex) {
    this.layerUpdates.add(layerIndex);
  }
  /**
   * Resets the layer updates registry.
   */
  clearLayerUpdates() {
    this.layerUpdates.clear();
  }
};
var WebGLArrayRenderTarget = class extends WebGLRenderTarget {
  /**
   * Constructs a new array render target.
   *
   * @param {number} [width=1] - The width of the render target.
   * @param {number} [height=1] - The height of the render target.
   * @param {number} [depth=1] - The height of the render target.
   * @param {RenderTarget~Options} [options] - The configuration object.
   */
  constructor(width = 1, height = 1, depth = 1, options = {}) {
    super(width, height, options);
    this.isWebGLArrayRenderTarget = true;
    this.depth = depth;
    this.texture = new DataArrayTexture(null, width, height, depth);
    this._setTextureOptions(options);
    this.texture.isRenderTargetTexture = true;
  }
};
var Data3DTexture = class extends Texture {
  /**
   * Constructs a new data array texture.
   *
   * @param {?TypedArray} [data=null] - The buffer data.
   * @param {number} [width=1] - The width of the texture.
   * @param {number} [height=1] - The height of the texture.
   * @param {number} [depth=1] - The depth of the texture.
   */
  constructor(data = null, width = 1, height = 1, depth = 1) {
    super(null);
    this.isData3DTexture = true;
    this.image = { data, width, height, depth };
    this.magFilter = NearestFilter;
    this.minFilter = NearestFilter;
    this.wrapR = ClampToEdgeWrapping;
    this.generateMipmaps = false;
    this.flipY = false;
    this.unpackAlignment = 1;
  }
};
var WebGL3DRenderTarget = class extends WebGLRenderTarget {
  /**
   * Constructs a new 3D render target.
   *
   * @param {number} [width=1] - The width of the render target.
   * @param {number} [height=1] - The height of the render target.
   * @param {number} [depth=1] - The height of the render target.
   * @param {RenderTarget~Options} [options] - The configuration object.
   */
  constructor(width = 1, height = 1, depth = 1, options = {}) {
    super(width, height, options);
    this.isWebGL3DRenderTarget = true;
    this.depth = depth;
    this.texture = new Data3DTexture(null, width, height, depth);
    this._setTextureOptions(options);
    this.texture.isRenderTargetTexture = true;
  }
};
var Box3 = class {
  /**
   * Constructs a new bounding box.
   *
   * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
   * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
   */
  constructor(min = new Vector3(Infinity, Infinity, Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {
    this.isBox3 = true;
    this.min = min;
    this.max = max;
  }
  /**
   * Sets the lower and upper boundaries of this box.
   * Please note that this method only copies the values from the given objects.
   *
   * @param {Vector3} min - The lower boundary of the box.
   * @param {Vector3} max - The upper boundary of the box.
   * @return {Box3} A reference to this bounding box.
   */
  set(min, max) {
    this.min.copy(min);
    this.max.copy(max);
    return this;
  }
  /**
   * Sets the upper and lower bounds of this box so it encloses the position data
   * in the given array.
   *
   * @param {Array<number>} array - An array holding 3D position data.
   * @return {Box3} A reference to this bounding box.
   */
  setFromArray(array) {
    this.makeEmpty();
    for (let i = 0, il = array.length; i < il; i += 3) {
      this.expandByPoint(_vector$b.fromArray(array, i));
    }
    return this;
  }
  /**
   * Sets the upper and lower bounds of this box so it encloses the position data
   * in the given buffer attribute.
   *
   * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
   * @return {Box3} A reference to this bounding box.
   */
  setFromBufferAttribute(attribute) {
    this.makeEmpty();
    for (let i = 0, il = attribute.count; i < il; i++) {
      this.expandByPoint(_vector$b.fromBufferAttribute(attribute, i));
    }
    return this;
  }
  /**
   * Sets the upper and lower bounds of this box so it encloses the position data
   * in the given array.
   *
   * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
   * @return {Box3} A reference to this bounding box.
   */
  setFromPoints(points) {
    this.makeEmpty();
    for (let i = 0, il = points.length; i < il; i++) {
      this.expandByPoint(points[i]);
    }
    return this;
  }
  /**
   * Centers this box on the given center vector and sets this box's width, height and
   * depth to the given size values.
   *
   * @param {Vector3} center - The center of the box.
   * @param {Vector3} size - The x, y and z dimensions of the box.
   * @return {Box3} A reference to this bounding box.
   */
  setFromCenterAndSize(center, size) {
    const halfSize = _vector$b.copy(size).multiplyScalar(0.5);
    this.min.copy(center).sub(halfSize);
    this.max.copy(center).add(halfSize);
    return this;
  }
  /**
   * Computes the world-axis-aligned bounding box for the given 3D object
   * (including its children), accounting for the object's, and children's,
   * world transforms. The function may result in a larger box than strictly necessary.
   *
   * @param {Object3D} object - The 3D object to compute the bounding box for.
   * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
   * world-axis-aligned bounding box at the expense of more computation.
   * @return {Box3} A reference to this bounding box.
   */
  setFromObject(object, precise = false) {
    this.makeEmpty();
    return this.expandByObject(object, precise);
  }
  /**
   * Returns a new box with copied values from this instance.
   *
   * @return {Box3} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Copies the values of the given box to this instance.
   *
   * @param {Box3} box - The box to copy.
   * @return {Box3} A reference to this bounding box.
   */
  copy(box) {
    this.min.copy(box.min);
    this.max.copy(box.max);
    return this;
  }
  /**
   * Makes this box empty which means in encloses a zero space in 3D.
   *
   * @return {Box3} A reference to this bounding box.
   */
  makeEmpty() {
    this.min.x = this.min.y = this.min.z = Infinity;
    this.max.x = this.max.y = this.max.z = -Infinity;
    return this;
  }
  /**
   * Returns true if this box includes zero points within its bounds.
   * Note that a box with equal lower and upper bounds still includes one
   * point, the one both bounds share.
   *
   * @return {boolean} Whether this box is empty or not.
   */
  isEmpty() {
    return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;
  }
  /**
   * Returns the center point of this box.
   *
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The center point.
   */
  getCenter(target) {
    return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  }
  /**
   * Returns the dimensions of this box.
   *
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The size.
   */
  getSize(target) {
    return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
  }
  /**
   * Expands the boundaries of this box to include the given point.
   *
   * @param {Vector3} point - The point that should be included by the bounding box.
   * @return {Box3} A reference to this bounding box.
   */
  expandByPoint(point) {
    this.min.min(point);
    this.max.max(point);
    return this;
  }
  /**
   * Expands this box equilaterally by the given vector. The width of this
   * box will be expanded by the x component of the vector in both
   * directions. The height of this box will be expanded by the y component of
   * the vector in both directions. The depth of this box will be
   * expanded by the z component of the vector in both directions.
   *
   * @param {Vector3} vector - The vector that should expand the bounding box.
   * @return {Box3} A reference to this bounding box.
   */
  expandByVector(vector) {
    this.min.sub(vector);
    this.max.add(vector);
    return this;
  }
  /**
   * Expands each dimension of the box by the given scalar. If negative, the
   * dimensions of the box will be contracted.
   *
   * @param {number} scalar - The scalar value that should expand the bounding box.
   * @return {Box3} A reference to this bounding box.
   */
  expandByScalar(scalar) {
    this.min.addScalar(-scalar);
    this.max.addScalar(scalar);
    return this;
  }
  /**
   * Expands the boundaries of this box to include the given 3D object and
   * its children, accounting for the object's, and children's, world
   * transforms. The function may result in a larger box than strictly
   * necessary (unless the precise parameter is set to true).
   *
   * @param {Object3D} object - The 3D object that should expand the bounding box.
   * @param {boolean} precise - If set to `true`, the method expands the bounding box
   * as little as necessary at the expense of more computation.
   * @return {Box3} A reference to this bounding box.
   */
  expandByObject(object, precise = false) {
    object.updateWorldMatrix(false, false);
    const geometry = object.geometry;
    if (geometry !== void 0) {
      const positionAttribute = geometry.getAttribute("position");
      if (precise === true && positionAttribute !== void 0 && object.isInstancedMesh !== true) {
        for (let i = 0, l = positionAttribute.count; i < l; i++) {
          if (object.isMesh === true) {
            object.getVertexPosition(i, _vector$b);
          } else {
            _vector$b.fromBufferAttribute(positionAttribute, i);
          }
          _vector$b.applyMatrix4(object.matrixWorld);
          this.expandByPoint(_vector$b);
        }
      } else {
        if (object.boundingBox !== void 0) {
          if (object.boundingBox === null) {
            object.computeBoundingBox();
          }
          _box$4.copy(object.boundingBox);
        } else {
          if (geometry.boundingBox === null) {
            geometry.computeBoundingBox();
          }
          _box$4.copy(geometry.boundingBox);
        }
        _box$4.applyMatrix4(object.matrixWorld);
        this.union(_box$4);
      }
    }
    const children = object.children;
    for (let i = 0, l = children.length; i < l; i++) {
      this.expandByObject(children[i], precise);
    }
    return this;
  }
  /**
   * Returns `true` if the given point lies within or on the boundaries of this box.
   *
   * @param {Vector3} point - The point to test.
   * @return {boolean} Whether the bounding box contains the given point or not.
   */
  containsPoint(point) {
    return point.x >= this.min.x && point.x <= this.max.x && point.y >= this.min.y && point.y <= this.max.y && point.z >= this.min.z && point.z <= this.max.z;
  }
  /**
   * Returns `true` if this bounding box includes the entirety of the given bounding box.
   * If this box and the given one are identical, this function also returns `true`.
   *
   * @param {Box3} box - The bounding box to test.
   * @return {boolean} Whether the bounding box contains the given bounding box or not.
   */
  containsBox(box) {
    return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
  }
  /**
   * Returns a point as a proportion of this box's width, height and depth.
   *
   * @param {Vector3} point - A point in 3D space.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} A point as a proportion of this box's width, height and depth.
   */
  getParameter(point, target) {
    return target.set(
      (point.x - this.min.x) / (this.max.x - this.min.x),
      (point.y - this.min.y) / (this.max.y - this.min.y),
      (point.z - this.min.z) / (this.max.z - this.min.z)
    );
  }
  /**
   * Returns `true` if the given bounding box intersects with this bounding box.
   *
   * @param {Box3} box - The bounding box to test.
   * @return {boolean} Whether the given bounding box intersects with this bounding box.
   */
  intersectsBox(box) {
    return box.max.x >= this.min.x && box.min.x <= this.max.x && box.max.y >= this.min.y && box.min.y <= this.max.y && box.max.z >= this.min.z && box.min.z <= this.max.z;
  }
  /**
   * Returns `true` if the given bounding sphere intersects with this bounding box.
   *
   * @param {Sphere} sphere - The bounding sphere to test.
   * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
   */
  intersectsSphere(sphere) {
    this.clampPoint(sphere.center, _vector$b);
    return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
  }
  /**
   * Returns `true` if the given plane intersects with this bounding box.
   *
   * @param {Plane} plane - The plane to test.
   * @return {boolean} Whether the given plane intersects with this bounding box.
   */
  intersectsPlane(plane) {
    let min, max;
    if (plane.normal.x > 0) {
      min = plane.normal.x * this.min.x;
      max = plane.normal.x * this.max.x;
    } else {
      min = plane.normal.x * this.max.x;
      max = plane.normal.x * this.min.x;
    }
    if (plane.normal.y > 0) {
      min += plane.normal.y * this.min.y;
      max += plane.normal.y * this.max.y;
    } else {
      min += plane.normal.y * this.max.y;
      max += plane.normal.y * this.min.y;
    }
    if (plane.normal.z > 0) {
      min += plane.normal.z * this.min.z;
      max += plane.normal.z * this.max.z;
    } else {
      min += plane.normal.z * this.max.z;
      max += plane.normal.z * this.min.z;
    }
    return min <= -plane.constant && max >= -plane.constant;
  }
  /**
   * Returns `true` if the given triangle intersects with this bounding box.
   *
   * @param {Triangle} triangle - The triangle to test.
   * @return {boolean} Whether the given triangle intersects with this bounding box.
   */
  intersectsTriangle(triangle) {
    if (this.isEmpty()) {
      return false;
    }
    this.getCenter(_center);
    _extents.subVectors(this.max, _center);
    _v0$2.subVectors(triangle.a, _center);
    _v1$7.subVectors(triangle.b, _center);
    _v2$4.subVectors(triangle.c, _center);
    _f0.subVectors(_v1$7, _v0$2);
    _f1.subVectors(_v2$4, _v1$7);
    _f2.subVectors(_v0$2, _v2$4);
    let axes = [
      0,
      -_f0.z,
      _f0.y,
      0,
      -_f1.z,
      _f1.y,
      0,
      -_f2.z,
      _f2.y,
      _f0.z,
      0,
      -_f0.x,
      _f1.z,
      0,
      -_f1.x,
      _f2.z,
      0,
      -_f2.x,
      -_f0.y,
      _f0.x,
      0,
      -_f1.y,
      _f1.x,
      0,
      -_f2.y,
      _f2.x,
      0
    ];
    if (!satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents)) {
      return false;
    }
    axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
    if (!satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents)) {
      return false;
    }
    _triangleNormal.crossVectors(_f0, _f1);
    axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
    return satForAxes(axes, _v0$2, _v1$7, _v2$4, _extents);
  }
  /**
   * Clamps the given point within the bounds of this box.
   *
   * @param {Vector3} point - The point to clamp.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The clamped point.
   */
  clampPoint(point, target) {
    return target.copy(point).clamp(this.min, this.max);
  }
  /**
   * Returns the euclidean distance from any edge of this box to the specified point. If
   * the given point lies inside of this box, the distance will be `0`.
   *
   * @param {Vector3} point - The point to compute the distance to.
   * @return {number} The euclidean distance.
   */
  distanceToPoint(point) {
    return this.clampPoint(point, _vector$b).distanceTo(point);
  }
  /**
   * Returns a bounding sphere that encloses this bounding box.
   *
   * @param {Sphere} target - The target sphere that is used to store the method's result.
   * @return {Sphere} The bounding sphere that encloses this bounding box.
   */
  getBoundingSphere(target) {
    if (this.isEmpty()) {
      target.makeEmpty();
    } else {
      this.getCenter(target.center);
      target.radius = this.getSize(_vector$b).length() * 0.5;
    }
    return target;
  }
  /**
   * Computes the intersection of this bounding box and the given one, setting the upper
   * bound of this box to the lesser of the two boxes' upper bounds and the
   * lower bound of this box to the greater of the two boxes' lower bounds. If
   * there's no overlap, makes this box empty.
   *
   * @param {Box3} box - The bounding box to intersect with.
   * @return {Box3} A reference to this bounding box.
   */
  intersect(box) {
    this.min.max(box.min);
    this.max.min(box.max);
    if (this.isEmpty()) this.makeEmpty();
    return this;
  }
  /**
   * Computes the union of this box and another and the given one, setting the upper
   * bound of this box to the greater of the two boxes' upper bounds and the
   * lower bound of this box to the lesser of the two boxes' lower bounds.
   *
   * @param {Box3} box - The bounding box that will be unioned with this instance.
   * @return {Box3} A reference to this bounding box.
   */
  union(box) {
    this.min.min(box.min);
    this.max.max(box.max);
    return this;
  }
  /**
   * Transforms this bounding box by the given 4x4 transformation matrix.
   *
   * @param {Matrix4} matrix - The transformation matrix.
   * @return {Box3} A reference to this bounding box.
   */
  applyMatrix4(matrix) {
    if (this.isEmpty()) return this;
    _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix);
    _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix);
    _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix);
    _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix);
    _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix);
    _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix);
    _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix);
    _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix);
    this.setFromPoints(_points);
    return this;
  }
  /**
   * Adds the given offset to both the upper and lower bounds of this bounding box,
   * effectively moving it in 3D space.
   *
   * @param {Vector3} offset - The offset that should be used to translate the bounding box.
   * @return {Box3} A reference to this bounding box.
   */
  translate(offset) {
    this.min.add(offset);
    this.max.add(offset);
    return this;
  }
  /**
   * Returns `true` if this bounding box is equal with the given one.
   *
   * @param {Box3} box - The box to test for equality.
   * @return {boolean} Whether this bounding box is equal with the given one.
   */
  equals(box) {
    return box.min.equals(this.min) && box.max.equals(this.max);
  }
  /**
   * Returns a serialized structure of the bounding box.
   *
   * @return {Object} Serialized structure with fields representing the object state.
   */
  toJSON() {
    return {
      min: this.min.toArray(),
      max: this.max.toArray()
    };
  }
  /**
   * Returns a serialized structure of the bounding box.
   *
   * @param {Object} json - The serialized json to set the box from.
   * @return {Box3} A reference to this bounding box.
   */
  fromJSON(json) {
    this.min.fromArray(json.min);
    this.max.fromArray(json.max);
    return this;
  }
};
var _points = [
  new Vector3(),
  new Vector3(),
  new Vector3(),
  new Vector3(),
  new Vector3(),
  new Vector3(),
  new Vector3(),
  new Vector3()
];
var _vector$b = new Vector3();
var _box$4 = new Box3();
var _v0$2 = new Vector3();
var _v1$7 = new Vector3();
var _v2$4 = new Vector3();
var _f0 = new Vector3();
var _f1 = new Vector3();
var _f2 = new Vector3();
var _center = new Vector3();
var _extents = new Vector3();
var _triangleNormal = new Vector3();
var _testAxis = new Vector3();
function satForAxes(axes, v0, v1, v2, extents) {
  for (let i = 0, j = axes.length - 3; i <= j; i += 3) {
    _testAxis.fromArray(axes, i);
    const r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z);
    const p0 = v0.dot(_testAxis);
    const p1 = v1.dot(_testAxis);
    const p2 = v2.dot(_testAxis);
    if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {
      return false;
    }
  }
  return true;
}
var _box$3 = new Box3();
var _v1$6 = new Vector3();
var _v2$3 = new Vector3();
var Sphere = class {
  /**
   * Constructs a new sphere.
   *
   * @param {Vector3} [center=(0,0,0)] - The center of the sphere
   * @param {number} [radius=-1] - The radius of the sphere.
   */
  constructor(center = new Vector3(), radius = -1) {
    this.isSphere = true;
    this.center = center;
    this.radius = radius;
  }
  /**
   * Sets the sphere's components by copying the given values.
   *
   * @param {Vector3} center - The center.
   * @param {number} radius - The radius.
   * @return {Sphere} A reference to this sphere.
   */
  set(center, radius) {
    this.center.copy(center);
    this.radius = radius;
    return this;
  }
  /**
   * Computes the minimum bounding sphere for list of points.
   * If the optional center point is given, it is used as the sphere's
   * center. Otherwise, the center of the axis-aligned bounding box
   * encompassing the points is calculated.
   *
   * @param {Array<Vector3>} points - A list of points in 3D space.
   * @param {Vector3} [optionalCenter] - The center of the sphere.
   * @return {Sphere} A reference to this sphere.
   */
  setFromPoints(points, optionalCenter) {
    const center = this.center;
    if (optionalCenter !== void 0) {
      center.copy(optionalCenter);
    } else {
      _box$3.setFromPoints(points).getCenter(center);
    }
    let maxRadiusSq = 0;
    for (let i = 0, il = points.length; i < il; i++) {
      maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
    }
    this.radius = Math.sqrt(maxRadiusSq);
    return this;
  }
  /**
   * Copies the values of the given sphere to this instance.
   *
   * @param {Sphere} sphere - The sphere to copy.
   * @return {Sphere} A reference to this sphere.
   */
  copy(sphere) {
    this.center.copy(sphere.center);
    this.radius = sphere.radius;
    return this;
  }
  /**
   * Returns `true` if the sphere is empty (the radius set to a negative number).
   *
   * Spheres with a radius of `0` contain only their center point and are not
   * considered to be empty.
   *
   * @return {boolean} Whether this sphere is empty or not.
   */
  isEmpty() {
    return this.radius < 0;
  }
  /**
   * Makes this sphere empty which means in encloses a zero space in 3D.
   *
   * @return {Sphere} A reference to this sphere.
   */
  makeEmpty() {
    this.center.set(0, 0, 0);
    this.radius = -1;
    return this;
  }
  /**
   * Returns `true` if this sphere contains the given point inclusive of
   * the surface of the sphere.
   *
   * @param {Vector3} point - The point to check.
   * @return {boolean} Whether this sphere contains the given point or not.
   */
  containsPoint(point) {
    return point.distanceToSquared(this.center) <= this.radius * this.radius;
  }
  /**
   * Returns the closest distance from the boundary of the sphere to the
   * given point. If the sphere contains the point, the distance will
   * be negative.
   *
   * @param {Vector3} point - The point to compute the distance to.
   * @return {number} The distance to the point.
   */
  distanceToPoint(point) {
    return point.distanceTo(this.center) - this.radius;
  }
  /**
   * Returns `true` if this sphere intersects with the given one.
   *
   * @param {Sphere} sphere - The sphere to test.
   * @return {boolean} Whether this sphere intersects with the given one or not.
   */
  intersectsSphere(sphere) {
    const radiusSum = this.radius + sphere.radius;
    return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
  }
  /**
   * Returns `true` if this sphere intersects with the given box.
   *
   * @param {Box3} box - The box to test.
   * @return {boolean} Whether this sphere intersects with the given box or not.
   */
  intersectsBox(box) {
    return box.intersectsSphere(this);
  }
  /**
   * Returns `true` if this sphere intersects with the given plane.
   *
   * @param {Plane} plane - The plane to test.
   * @return {boolean} Whether this sphere intersects with the given plane or not.
   */
  intersectsPlane(plane) {
    return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
  }
  /**
   * Clamps a point within the sphere. If the point is outside the sphere, it
   * will clamp it to the closest point on the edge of the sphere. Points
   * already inside the sphere will not be affected.
   *
   * @param {Vector3} point - The plane to clamp.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The clamped point.
   */
  clampPoint(point, target) {
    const deltaLengthSq = this.center.distanceToSquared(point);
    target.copy(point);
    if (deltaLengthSq > this.radius * this.radius) {
      target.sub(this.center).normalize();
      target.multiplyScalar(this.radius).add(this.center);
    }
    return target;
  }
  /**
   * Returns a bounding box that encloses this sphere.
   *
   * @param {Box3} target - The target box that is used to store the method's result.
   * @return {Box3} The bounding box that encloses this sphere.
   */
  getBoundingBox(target) {
    if (this.isEmpty()) {
      target.makeEmpty();
      return target;
    }
    target.set(this.center, this.center);
    target.expandByScalar(this.radius);
    return target;
  }
  /**
   * Transforms this sphere with the given 4x4 transformation matrix.
   *
   * @param {Matrix4} matrix - The transformation matrix.
   * @return {Sphere} A reference to this sphere.
   */
  applyMatrix4(matrix) {
    this.center.applyMatrix4(matrix);
    this.radius = this.radius * matrix.getMaxScaleOnAxis();
    return this;
  }
  /**
   * Translates the sphere's center by the given offset.
   *
   * @param {Vector3} offset - The offset.
   * @return {Sphere} A reference to this sphere.
   */
  translate(offset) {
    this.center.add(offset);
    return this;
  }
  /**
   * Expands the boundaries of this sphere to include the given point.
   *
   * @param {Vector3} point - The point to include.
   * @return {Sphere} A reference to this sphere.
   */
  expandByPoint(point) {
    if (this.isEmpty()) {
      this.center.copy(point);
      this.radius = 0;
      return this;
    }
    _v1$6.subVectors(point, this.center);
    const lengthSq = _v1$6.lengthSq();
    if (lengthSq > this.radius * this.radius) {
      const length = Math.sqrt(lengthSq);
      const delta = (length - this.radius) * 0.5;
      this.center.addScaledVector(_v1$6, delta / length);
      this.radius += delta;
    }
    return this;
  }
  /**
   * Expands this sphere to enclose both the original sphere and the given sphere.
   *
   * @param {Sphere} sphere - The sphere to include.
   * @return {Sphere} A reference to this sphere.
   */
  union(sphere) {
    if (sphere.isEmpty()) {
      return this;
    }
    if (this.isEmpty()) {
      this.copy(sphere);
      return this;
    }
    if (this.center.equals(sphere.center) === true) {
      this.radius = Math.max(this.radius, sphere.radius);
    } else {
      _v2$3.subVectors(sphere.center, this.center).setLength(sphere.radius);
      this.expandByPoint(_v1$6.copy(sphere.center).add(_v2$3));
      this.expandByPoint(_v1$6.copy(sphere.center).sub(_v2$3));
    }
    return this;
  }
  /**
   * Returns `true` if this sphere is equal with the given one.
   *
   * @param {Sphere} sphere - The sphere to test for equality.
   * @return {boolean} Whether this bounding sphere is equal with the given one.
   */
  equals(sphere) {
    return sphere.center.equals(this.center) && sphere.radius === this.radius;
  }
  /**
   * Returns a new sphere with copied values from this instance.
   *
   * @return {Sphere} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Returns a serialized structure of the bounding sphere.
   *
   * @return {Object} Serialized structure with fields representing the object state.
   */
  toJSON() {
    return {
      radius: this.radius,
      center: this.center.toArray()
    };
  }
  /**
   * Returns a serialized structure of the bounding sphere.
   *
   * @param {Object} json - The serialized json to set the sphere from.
   * @return {Sphere} A reference to this bounding sphere.
   */
  fromJSON(json) {
    this.radius = json.radius;
    this.center.fromArray(json.center);
    return this;
  }
};
var _vector$a = new Vector3();
var _segCenter = new Vector3();
var _segDir = new Vector3();
var _diff = new Vector3();
var _edge1 = new Vector3();
var _edge2 = new Vector3();
var _normal$1 = new Vector3();
var Ray = class {
  /**
   * Constructs a new ray.
   *
   * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
   * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
   */
  constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {
    this.origin = origin;
    this.direction = direction;
  }
  /**
   * Sets the ray's components by copying the given values.
   *
   * @param {Vector3} origin - The origin.
   * @param {Vector3} direction - The direction.
   * @return {Ray} A reference to this ray.
   */
  set(origin, direction) {
    this.origin.copy(origin);
    this.direction.copy(direction);
    return this;
  }
  /**
   * Copies the values of the given ray to this instance.
   *
   * @param {Ray} ray - The ray to copy.
   * @return {Ray} A reference to this ray.
   */
  copy(ray) {
    this.origin.copy(ray.origin);
    this.direction.copy(ray.direction);
    return this;
  }
  /**
   * Returns a vector that is located at a given distance along this ray.
   *
   * @param {number} t - The distance along the ray to retrieve a position for.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} A position on the ray.
   */
  at(t, target) {
    return target.copy(this.origin).addScaledVector(this.direction, t);
  }
  /**
   * Adjusts the direction of the ray to point at the given vector in world space.
   *
   * @param {Vector3} v - The target position.
   * @return {Ray} A reference to this ray.
   */
  lookAt(v) {
    this.direction.copy(v).sub(this.origin).normalize();
    return this;
  }
  /**
   * Shift the origin of this ray along its direction by the given distance.
   *
   * @param {number} t - The distance along the ray to interpolate.
   * @return {Ray} A reference to this ray.
   */
  recast(t) {
    this.origin.copy(this.at(t, _vector$a));
    return this;
  }
  /**
   * Returns the point along this ray that is closest to the given point.
   *
   * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The closest point on this ray.
   */
  closestPointToPoint(point, target) {
    target.subVectors(point, this.origin);
    const directionDistance = target.dot(this.direction);
    if (directionDistance < 0) {
      return target.copy(this.origin);
    }
    return target.copy(this.origin).addScaledVector(this.direction, directionDistance);
  }
  /**
   * Returns the distance of the closest approach between this ray and the given point.
   *
   * @param {Vector3} point - A point in 3D space to compute the distance to.
   * @return {number} The distance.
   */
  distanceToPoint(point) {
    return Math.sqrt(this.distanceSqToPoint(point));
  }
  /**
   * Returns the squared distance of the closest approach between this ray and the given point.
   *
   * @param {Vector3} point - A point in 3D space to compute the distance to.
   * @return {number} The squared distance.
   */
  distanceSqToPoint(point) {
    const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction);
    if (directionDistance < 0) {
      return this.origin.distanceToSquared(point);
    }
    _vector$a.copy(this.origin).addScaledVector(this.direction, directionDistance);
    return _vector$a.distanceToSquared(point);
  }
  /**
   * Returns the squared distance between this ray and the given line segment.
   *
   * @param {Vector3} v0 - The start point of the line segment.
   * @param {Vector3} v1 - The end point of the line segment.
   * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
   * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
   * @return {number} The squared distance.
   */
  distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {
    _segCenter.copy(v0).add(v1).multiplyScalar(0.5);
    _segDir.copy(v1).sub(v0).normalize();
    _diff.copy(this.origin).sub(_segCenter);
    const segExtent = v0.distanceTo(v1) * 0.5;
    const a01 = -this.direction.dot(_segDir);
    const b0 = _diff.dot(this.direction);
    const b1 = -_diff.dot(_segDir);
    const c = _diff.lengthSq();
    const det = Math.abs(1 - a01 * a01);
    let s0, s1, sqrDist, extDet;
    if (det > 0) {
      s0 = a01 * b1 - b0;
      s1 = a01 * b0 - b1;
      extDet = segExtent * det;
      if (s0 >= 0) {
        if (s1 >= -extDet) {
          if (s1 <= extDet) {
            const invDet = 1 / det;
            s0 *= invDet;
            s1 *= invDet;
            sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
          } else {
            s1 = segExtent;
            s0 = Math.max(0, -(a01 * s1 + b0));
            sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
          }
        } else {
          s1 = -segExtent;
          s0 = Math.max(0, -(a01 * s1 + b0));
          sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
        }
      } else {
        if (s1 <= -extDet) {
          s0 = Math.max(0, -(-a01 * segExtent + b0));
          s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
          sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
        } else if (s1 <= extDet) {
          s0 = 0;
          s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
          sqrDist = s1 * (s1 + 2 * b1) + c;
        } else {
          s0 = Math.max(0, -(a01 * segExtent + b0));
          s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
          sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
        }
      }
    } else {
      s1 = a01 > 0 ? -segExtent : segExtent;
      s0 = Math.max(0, -(a01 * s1 + b0));
      sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
    }
    if (optionalPointOnRay) {
      optionalPointOnRay.copy(this.origin).addScaledVector(this.direction, s0);
    }
    if (optionalPointOnSegment) {
      optionalPointOnSegment.copy(_segCenter).addScaledVector(_segDir, s1);
    }
    return sqrDist;
  }
  /**
   * Intersects this ray with the given sphere, returning the intersection
   * point or `null` if there is no intersection.
   *
   * @param {Sphere} sphere - The sphere to intersect.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The intersection point.
   */
  intersectSphere(sphere, target) {
    _vector$a.subVectors(sphere.center, this.origin);
    const tca = _vector$a.dot(this.direction);
    const d2 = _vector$a.dot(_vector$a) - tca * tca;
    const radius2 = sphere.radius * sphere.radius;
    if (d2 > radius2) return null;
    const thc = Math.sqrt(radius2 - d2);
    const t0 = tca - thc;
    const t1 = tca + thc;
    if (t1 < 0) return null;
    if (t0 < 0) return this.at(t1, target);
    return this.at(t0, target);
  }
  /**
   * Returns `true` if this ray intersects with the given sphere.
   *
   * @param {Sphere} sphere - The sphere to intersect.
   * @return {boolean} Whether this ray intersects with the given sphere or not.
   */
  intersectsSphere(sphere) {
    if (sphere.radius < 0) return false;
    return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
  }
  /**
   * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
   * does not intersect with the plane.
   *
   * @param {Plane} plane - The plane to compute the distance to.
   * @return {?number} Whether this ray intersects with the given sphere or not.
   */
  distanceToPlane(plane) {
    const denominator = plane.normal.dot(this.direction);
    if (denominator === 0) {
      if (plane.distanceToPoint(this.origin) === 0) {
        return 0;
      }
      return null;
    }
    const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator;
    return t >= 0 ? t : null;
  }
  /**
   * Intersects this ray with the given plane, returning the intersection
   * point or `null` if there is no intersection.
   *
   * @param {Plane} plane - The plane to intersect.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The intersection point.
   */
  intersectPlane(plane, target) {
    const t = this.distanceToPlane(plane);
    if (t === null) {
      return null;
    }
    return this.at(t, target);
  }
  /**
   * Returns `true` if this ray intersects with the given plane.
   *
   * @param {Plane} plane - The plane to intersect.
   * @return {boolean} Whether this ray intersects with the given plane or not.
   */
  intersectsPlane(plane) {
    const distToPoint = plane.distanceToPoint(this.origin);
    if (distToPoint === 0) {
      return true;
    }
    const denominator = plane.normal.dot(this.direction);
    if (denominator * distToPoint < 0) {
      return true;
    }
    return false;
  }
  /**
   * Intersects this ray with the given bounding box, returning the intersection
   * point or `null` if there is no intersection.
   *
   * @param {Box3} box - The box to intersect.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The intersection point.
   */
  intersectBox(box, target) {
    let tmin, tmax, tymin, tymax, tzmin, tzmax;
    const invdirx = 1 / this.direction.x, invdiry = 1 / this.direction.y, invdirz = 1 / this.direction.z;
    const origin = this.origin;
    if (invdirx >= 0) {
      tmin = (box.min.x - origin.x) * invdirx;
      tmax = (box.max.x - origin.x) * invdirx;
    } else {
      tmin = (box.max.x - origin.x) * invdirx;
      tmax = (box.min.x - origin.x) * invdirx;
    }
    if (invdiry >= 0) {
      tymin = (box.min.y - origin.y) * invdiry;
      tymax = (box.max.y - origin.y) * invdiry;
    } else {
      tymin = (box.max.y - origin.y) * invdiry;
      tymax = (box.min.y - origin.y) * invdiry;
    }
    if (tmin > tymax || tymin > tmax) return null;
    if (tymin > tmin || isNaN(tmin)) tmin = tymin;
    if (tymax < tmax || isNaN(tmax)) tmax = tymax;
    if (invdirz >= 0) {
      tzmin = (box.min.z - origin.z) * invdirz;
      tzmax = (box.max.z - origin.z) * invdirz;
    } else {
      tzmin = (box.max.z - origin.z) * invdirz;
      tzmax = (box.min.z - origin.z) * invdirz;
    }
    if (tmin > tzmax || tzmin > tmax) return null;
    if (tzmin > tmin || tmin !== tmin) tmin = tzmin;
    if (tzmax < tmax || tmax !== tmax) tmax = tzmax;
    if (tmax < 0) return null;
    return this.at(tmin >= 0 ? tmin : tmax, target);
  }
  /**
   * Returns `true` if this ray intersects with the given box.
   *
   * @param {Box3} box - The box to intersect.
   * @return {boolean} Whether this ray intersects with the given box or not.
   */
  intersectsBox(box) {
    return this.intersectBox(box, _vector$a) !== null;
  }
  /**
   * Intersects this ray with the given triangle, returning the intersection
   * point or `null` if there is no intersection.
   *
   * @param {Vector3} a - The first vertex of the triangle.
   * @param {Vector3} b - The second vertex of the triangle.
   * @param {Vector3} c - The third vertex of the triangle.
   * @param {boolean} backfaceCulling - Whether to use backface culling or not.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The intersection point.
   */
  intersectTriangle(a, b, c, backfaceCulling, target) {
    _edge1.subVectors(b, a);
    _edge2.subVectors(c, a);
    _normal$1.crossVectors(_edge1, _edge2);
    let DdN = this.direction.dot(_normal$1);
    let sign2;
    if (DdN > 0) {
      if (backfaceCulling) return null;
      sign2 = 1;
    } else if (DdN < 0) {
      sign2 = -1;
      DdN = -DdN;
    } else {
      return null;
    }
    _diff.subVectors(this.origin, a);
    const DdQxE2 = sign2 * this.direction.dot(_edge2.crossVectors(_diff, _edge2));
    if (DdQxE2 < 0) {
      return null;
    }
    const DdE1xQ = sign2 * this.direction.dot(_edge1.cross(_diff));
    if (DdE1xQ < 0) {
      return null;
    }
    if (DdQxE2 + DdE1xQ > DdN) {
      return null;
    }
    const QdN = -sign2 * _diff.dot(_normal$1);
    if (QdN < 0) {
      return null;
    }
    return this.at(QdN / DdN, target);
  }
  /**
   * Transforms this ray with the given 4x4 transformation matrix.
   *
   * @param {Matrix4} matrix4 - The transformation matrix.
   * @return {Ray} A reference to this ray.
   */
  applyMatrix4(matrix4) {
    this.origin.applyMatrix4(matrix4);
    this.direction.transformDirection(matrix4);
    return this;
  }
  /**
   * Returns `true` if this ray is equal with the given one.
   *
   * @param {Ray} ray - The ray to test for equality.
   * @return {boolean} Whether this ray is equal with the given one.
   */
  equals(ray) {
    return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
  }
  /**
   * Returns a new ray with copied values from this instance.
   *
   * @return {Ray} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
};
var Matrix4 = class _Matrix4 {
  /**
   * Constructs a new 4x4 matrix. The arguments are supposed to be
   * in row-major order. If no arguments are provided, the constructor
   * initializes the matrix as an identity matrix.
   *
   * @param {number} [n11] - 1-1 matrix element.
   * @param {number} [n12] - 1-2 matrix element.
   * @param {number} [n13] - 1-3 matrix element.
   * @param {number} [n14] - 1-4 matrix element.
   * @param {number} [n21] - 2-1 matrix element.
   * @param {number} [n22] - 2-2 matrix element.
   * @param {number} [n23] - 2-3 matrix element.
   * @param {number} [n24] - 2-4 matrix element.
   * @param {number} [n31] - 3-1 matrix element.
   * @param {number} [n32] - 3-2 matrix element.
   * @param {number} [n33] - 3-3 matrix element.
   * @param {number} [n34] - 3-4 matrix element.
   * @param {number} [n41] - 4-1 matrix element.
   * @param {number} [n42] - 4-2 matrix element.
   * @param {number} [n43] - 4-3 matrix element.
   * @param {number} [n44] - 4-4 matrix element.
   */
  constructor(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
    _Matrix4.prototype.isMatrix4 = true;
    this.elements = [
      1,
      0,
      0,
      0,
      0,
      1,
      0,
      0,
      0,
      0,
      1,
      0,
      0,
      0,
      0,
      1
    ];
    if (n11 !== void 0) {
      this.set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44);
    }
  }
  /**
   * Sets the elements of the matrix.The arguments are supposed to be
   * in row-major order.
   *
   * @param {number} [n11] - 1-1 matrix element.
   * @param {number} [n12] - 1-2 matrix element.
   * @param {number} [n13] - 1-3 matrix element.
   * @param {number} [n14] - 1-4 matrix element.
   * @param {number} [n21] - 2-1 matrix element.
   * @param {number} [n22] - 2-2 matrix element.
   * @param {number} [n23] - 2-3 matrix element.
   * @param {number} [n24] - 2-4 matrix element.
   * @param {number} [n31] - 3-1 matrix element.
   * @param {number} [n32] - 3-2 matrix element.
   * @param {number} [n33] - 3-3 matrix element.
   * @param {number} [n34] - 3-4 matrix element.
   * @param {number} [n41] - 4-1 matrix element.
   * @param {number} [n42] - 4-2 matrix element.
   * @param {number} [n43] - 4-3 matrix element.
   * @param {number} [n44] - 4-4 matrix element.
   * @return {Matrix4} A reference to this matrix.
   */
  set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
    const te = this.elements;
    te[0] = n11;
    te[4] = n12;
    te[8] = n13;
    te[12] = n14;
    te[1] = n21;
    te[5] = n22;
    te[9] = n23;
    te[13] = n24;
    te[2] = n31;
    te[6] = n32;
    te[10] = n33;
    te[14] = n34;
    te[3] = n41;
    te[7] = n42;
    te[11] = n43;
    te[15] = n44;
    return this;
  }
  /**
   * Sets this matrix to the 4x4 identity matrix.
   *
   * @return {Matrix4} A reference to this matrix.
   */
  identity() {
    this.set(
      1,
      0,
      0,
      0,
      0,
      1,
      0,
      0,
      0,
      0,
      1,
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Returns a matrix with copied values from this instance.
   *
   * @return {Matrix4} A clone of this instance.
   */
  clone() {
    return new _Matrix4().fromArray(this.elements);
  }
  /**
   * Copies the values of the given matrix to this instance.
   *
   * @param {Matrix4} m - The matrix to copy.
   * @return {Matrix4} A reference to this matrix.
   */
  copy(m) {
    const te = this.elements;
    const me = m.elements;
    te[0] = me[0];
    te[1] = me[1];
    te[2] = me[2];
    te[3] = me[3];
    te[4] = me[4];
    te[5] = me[5];
    te[6] = me[6];
    te[7] = me[7];
    te[8] = me[8];
    te[9] = me[9];
    te[10] = me[10];
    te[11] = me[11];
    te[12] = me[12];
    te[13] = me[13];
    te[14] = me[14];
    te[15] = me[15];
    return this;
  }
  /**
   * Copies the translation component of the given matrix
   * into this matrix's translation component.
   *
   * @param {Matrix4} m - The matrix to copy the translation component.
   * @return {Matrix4} A reference to this matrix.
   */
  copyPosition(m) {
    const te = this.elements, me = m.elements;
    te[12] = me[12];
    te[13] = me[13];
    te[14] = me[14];
    return this;
  }
  /**
   * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
   *
   * @param {Matrix3} m - The 3x3 matrix.
   * @return {Matrix4} A reference to this matrix.
   */
  setFromMatrix3(m) {
    const me = m.elements;
    this.set(
      me[0],
      me[3],
      me[6],
      0,
      me[1],
      me[4],
      me[7],
      0,
      me[2],
      me[5],
      me[8],
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Extracts the basis of this matrix into the three axis vectors provided.
   *
   * @param {Vector3} xAxis - The basis's x axis.
   * @param {Vector3} yAxis - The basis's y axis.
   * @param {Vector3} zAxis - The basis's z axis.
   * @return {Matrix4} A reference to this matrix.
   */
  extractBasis(xAxis, yAxis, zAxis) {
    if (this.determinant() === 0) {
      xAxis.set(1, 0, 0);
      yAxis.set(0, 1, 0);
      zAxis.set(0, 0, 1);
      return this;
    }
    xAxis.setFromMatrixColumn(this, 0);
    yAxis.setFromMatrixColumn(this, 1);
    zAxis.setFromMatrixColumn(this, 2);
    return this;
  }
  /**
   * Sets the given basis vectors to this matrix.
   *
   * @param {Vector3} xAxis - The basis's x axis.
   * @param {Vector3} yAxis - The basis's y axis.
   * @param {Vector3} zAxis - The basis's z axis.
   * @return {Matrix4} A reference to this matrix.
   */
  makeBasis(xAxis, yAxis, zAxis) {
    this.set(
      xAxis.x,
      yAxis.x,
      zAxis.x,
      0,
      xAxis.y,
      yAxis.y,
      zAxis.y,
      0,
      xAxis.z,
      yAxis.z,
      zAxis.z,
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Extracts the rotation component of the given matrix
   * into this matrix's rotation component.
   *
   * Note: This method does not support reflection matrices.
   *
   * @param {Matrix4} m - The matrix.
   * @return {Matrix4} A reference to this matrix.
   */
  extractRotation(m) {
    if (m.determinant() === 0) {
      return this.identity();
    }
    const te = this.elements;
    const me = m.elements;
    const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length();
    const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length();
    const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length();
    te[0] = me[0] * scaleX;
    te[1] = me[1] * scaleX;
    te[2] = me[2] * scaleX;
    te[3] = 0;
    te[4] = me[4] * scaleY;
    te[5] = me[5] * scaleY;
    te[6] = me[6] * scaleY;
    te[7] = 0;
    te[8] = me[8] * scaleZ;
    te[9] = me[9] * scaleZ;
    te[10] = me[10] * scaleZ;
    te[11] = 0;
    te[12] = 0;
    te[13] = 0;
    te[14] = 0;
    te[15] = 1;
    return this;
  }
  /**
   * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
   * the rotation specified by the given Euler angles. The rest of
   * the matrix is set to the identity. Depending on the {@link Euler#order},
   * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
   * for a complete list.
   *
   * @param {Euler} euler - The Euler angles.
   * @return {Matrix4} A reference to this matrix.
   */
  makeRotationFromEuler(euler) {
    const te = this.elements;
    const x = euler.x, y = euler.y, z = euler.z;
    const a = Math.cos(x), b = Math.sin(x);
    const c = Math.cos(y), d = Math.sin(y);
    const e = Math.cos(z), f = Math.sin(z);
    if (euler.order === "XYZ") {
      const ae = a * e, af = a * f, be = b * e, bf = b * f;
      te[0] = c * e;
      te[4] = -c * f;
      te[8] = d;
      te[1] = af + be * d;
      te[5] = ae - bf * d;
      te[9] = -b * c;
      te[2] = bf - ae * d;
      te[6] = be + af * d;
      te[10] = a * c;
    } else if (euler.order === "YXZ") {
      const ce = c * e, cf = c * f, de = d * e, df = d * f;
      te[0] = ce + df * b;
      te[4] = de * b - cf;
      te[8] = a * d;
      te[1] = a * f;
      te[5] = a * e;
      te[9] = -b;
      te[2] = cf * b - de;
      te[6] = df + ce * b;
      te[10] = a * c;
    } else if (euler.order === "ZXY") {
      const ce = c * e, cf = c * f, de = d * e, df = d * f;
      te[0] = ce - df * b;
      te[4] = -a * f;
      te[8] = de + cf * b;
      te[1] = cf + de * b;
      te[5] = a * e;
      te[9] = df - ce * b;
      te[2] = -a * d;
      te[6] = b;
      te[10] = a * c;
    } else if (euler.order === "ZYX") {
      const ae = a * e, af = a * f, be = b * e, bf = b * f;
      te[0] = c * e;
      te[4] = be * d - af;
      te[8] = ae * d + bf;
      te[1] = c * f;
      te[5] = bf * d + ae;
      te[9] = af * d - be;
      te[2] = -d;
      te[6] = b * c;
      te[10] = a * c;
    } else if (euler.order === "YZX") {
      const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
      te[0] = c * e;
      te[4] = bd - ac * f;
      te[8] = bc * f + ad;
      te[1] = f;
      te[5] = a * e;
      te[9] = -b * e;
      te[2] = -d * e;
      te[6] = ad * f + bc;
      te[10] = ac - bd * f;
    } else if (euler.order === "XZY") {
      const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
      te[0] = c * e;
      te[4] = -f;
      te[8] = d * e;
      te[1] = ac * f + bd;
      te[5] = a * e;
      te[9] = ad * f - bc;
      te[2] = bc * f - ad;
      te[6] = b * e;
      te[10] = bd * f + ac;
    }
    te[3] = 0;
    te[7] = 0;
    te[11] = 0;
    te[12] = 0;
    te[13] = 0;
    te[14] = 0;
    te[15] = 1;
    return this;
  }
  /**
   * Sets the rotation component of this matrix to the rotation specified by
   * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
   * The rest of the matrix is set to the identity.
   *
   * @param {Quaternion} q - The Quaternion.
   * @return {Matrix4} A reference to this matrix.
   */
  makeRotationFromQuaternion(q) {
    return this.compose(_zero, q, _one);
  }
  /**
   * Sets the rotation component of the transformation matrix, looking from `eye` towards
   * `target`, and oriented by the up-direction.
   *
   * @param {Vector3} eye - The eye vector.
   * @param {Vector3} target - The target vector.
   * @param {Vector3} up - The up vector.
   * @return {Matrix4} A reference to this matrix.
   */
  lookAt(eye, target, up) {
    const te = this.elements;
    _z.subVectors(eye, target);
    if (_z.lengthSq() === 0) {
      _z.z = 1;
    }
    _z.normalize();
    _x.crossVectors(up, _z);
    if (_x.lengthSq() === 0) {
      if (Math.abs(up.z) === 1) {
        _z.x += 1e-4;
      } else {
        _z.z += 1e-4;
      }
      _z.normalize();
      _x.crossVectors(up, _z);
    }
    _x.normalize();
    _y.crossVectors(_z, _x);
    te[0] = _x.x;
    te[4] = _y.x;
    te[8] = _z.x;
    te[1] = _x.y;
    te[5] = _y.y;
    te[9] = _z.y;
    te[2] = _x.z;
    te[6] = _y.z;
    te[10] = _z.z;
    return this;
  }
  /**
   * Post-multiplies this matrix by the given 4x4 matrix.
   *
   * @param {Matrix4} m - The matrix to multiply with.
   * @return {Matrix4} A reference to this matrix.
   */
  multiply(m) {
    return this.multiplyMatrices(this, m);
  }
  /**
   * Pre-multiplies this matrix by the given 4x4 matrix.
   *
   * @param {Matrix4} m - The matrix to multiply with.
   * @return {Matrix4} A reference to this matrix.
   */
  premultiply(m) {
    return this.multiplyMatrices(m, this);
  }
  /**
   * Multiples the given 4x4 matrices and stores the result
   * in this matrix.
   *
   * @param {Matrix4} a - The first matrix.
   * @param {Matrix4} b - The second matrix.
   * @return {Matrix4} A reference to this matrix.
   */
  multiplyMatrices(a, b) {
    const ae = a.elements;
    const be = b.elements;
    const te = this.elements;
    const a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
    const a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
    const a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
    const a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
    const b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
    const b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
    const b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
    const b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
    te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
    te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
    te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
    te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
    te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
    te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
    te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
    te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
    te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
    te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
    te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
    te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
    te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
    te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
    te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
    te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
    return this;
  }
  /**
   * Multiplies every component of the matrix by the given scalar.
   *
   * @param {number} s - The scalar.
   * @return {Matrix4} A reference to this matrix.
   */
  multiplyScalar(s) {
    const te = this.elements;
    te[0] *= s;
    te[4] *= s;
    te[8] *= s;
    te[12] *= s;
    te[1] *= s;
    te[5] *= s;
    te[9] *= s;
    te[13] *= s;
    te[2] *= s;
    te[6] *= s;
    te[10] *= s;
    te[14] *= s;
    te[3] *= s;
    te[7] *= s;
    te[11] *= s;
    te[15] *= s;
    return this;
  }
  /**
   * Computes and returns the determinant of this matrix.
   *
   * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
   *
   * @return {number} The determinant.
   */
  determinant() {
    const te = this.elements;
    const n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
    const n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
    const n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
    const n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
    const t11 = n23 * n34 - n24 * n33;
    const t12 = n22 * n34 - n24 * n32;
    const t13 = n22 * n33 - n23 * n32;
    const t21 = n21 * n34 - n24 * n31;
    const t22 = n21 * n33 - n23 * n31;
    const t23 = n21 * n32 - n22 * n31;
    return n11 * (n42 * t11 - n43 * t12 + n44 * t13) - n12 * (n41 * t11 - n43 * t21 + n44 * t22) + n13 * (n41 * t12 - n42 * t21 + n44 * t23) - n14 * (n41 * t13 - n42 * t22 + n43 * t23);
  }
  /**
   * Transposes this matrix in place.
   *
   * @return {Matrix4} A reference to this matrix.
   */
  transpose() {
    const te = this.elements;
    let tmp2;
    tmp2 = te[1];
    te[1] = te[4];
    te[4] = tmp2;
    tmp2 = te[2];
    te[2] = te[8];
    te[8] = tmp2;
    tmp2 = te[6];
    te[6] = te[9];
    te[9] = tmp2;
    tmp2 = te[3];
    te[3] = te[12];
    te[12] = tmp2;
    tmp2 = te[7];
    te[7] = te[13];
    te[13] = tmp2;
    tmp2 = te[11];
    te[11] = te[14];
    te[14] = tmp2;
    return this;
  }
  /**
   * Sets the position component for this matrix from the given vector,
   * without affecting the rest of the matrix.
   *
   * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
   * @param {number} y - The y component of the vector.
   * @param {number} z - The z component of the vector.
   * @return {Matrix4} A reference to this matrix.
   */
  setPosition(x, y, z) {
    const te = this.elements;
    if (x.isVector3) {
      te[12] = x.x;
      te[13] = x.y;
      te[14] = x.z;
    } else {
      te[12] = x;
      te[13] = y;
      te[14] = z;
    }
    return this;
  }
  /**
   * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
   * You can not invert with a determinant of zero. If you attempt this, the method produces
   * a zero matrix instead.
   *
   * @return {Matrix4} A reference to this matrix.
   */
  invert() {
    const te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n41 = te[3], n12 = te[4], n22 = te[5], n32 = te[6], n42 = te[7], n13 = te[8], n23 = te[9], n33 = te[10], n43 = te[11], n14 = te[12], n24 = te[13], n34 = te[14], n44 = te[15], t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
    const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
    if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
    const detInv = 1 / det;
    te[0] = t11 * detInv;
    te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
    te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
    te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;
    te[4] = t12 * detInv;
    te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
    te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
    te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;
    te[8] = t13 * detInv;
    te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
    te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
    te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;
    te[12] = t14 * detInv;
    te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
    te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
    te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;
    return this;
  }
  /**
   * Multiplies the columns of this matrix by the given vector.
   *
   * @param {Vector3} v - The scale vector.
   * @return {Matrix4} A reference to this matrix.
   */
  scale(v) {
    const te = this.elements;
    const x = v.x, y = v.y, z = v.z;
    te[0] *= x;
    te[4] *= y;
    te[8] *= z;
    te[1] *= x;
    te[5] *= y;
    te[9] *= z;
    te[2] *= x;
    te[6] *= y;
    te[10] *= z;
    te[3] *= x;
    te[7] *= y;
    te[11] *= z;
    return this;
  }
  /**
   * Gets the maximum scale value of the three axes.
   *
   * @return {number} The maximum scale.
   */
  getMaxScaleOnAxis() {
    const te = this.elements;
    const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
    const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
    const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
    return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
  }
  /**
   * Sets this matrix as a translation transform from the given vector.
   *
   * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
   * @param {number} y - The amount to translate in the Y axis.
   * @param {number} z - The amount to translate in the z axis.
   * @return {Matrix4} A reference to this matrix.
   */
  makeTranslation(x, y, z) {
    if (x.isVector3) {
      this.set(
        1,
        0,
        0,
        x.x,
        0,
        1,
        0,
        x.y,
        0,
        0,
        1,
        x.z,
        0,
        0,
        0,
        1
      );
    } else {
      this.set(
        1,
        0,
        0,
        x,
        0,
        1,
        0,
        y,
        0,
        0,
        1,
        z,
        0,
        0,
        0,
        1
      );
    }
    return this;
  }
  /**
   * Sets this matrix as a rotational transformation around the X axis by
   * the given angle.
   *
   * @param {number} theta - The rotation in radians.
   * @return {Matrix4} A reference to this matrix.
   */
  makeRotationX(theta) {
    const c = Math.cos(theta), s = Math.sin(theta);
    this.set(
      1,
      0,
      0,
      0,
      0,
      c,
      -s,
      0,
      0,
      s,
      c,
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Sets this matrix as a rotational transformation around the Y axis by
   * the given angle.
   *
   * @param {number} theta - The rotation in radians.
   * @return {Matrix4} A reference to this matrix.
   */
  makeRotationY(theta) {
    const c = Math.cos(theta), s = Math.sin(theta);
    this.set(
      c,
      0,
      s,
      0,
      0,
      1,
      0,
      0,
      -s,
      0,
      c,
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Sets this matrix as a rotational transformation around the Z axis by
   * the given angle.
   *
   * @param {number} theta - The rotation in radians.
   * @return {Matrix4} A reference to this matrix.
   */
  makeRotationZ(theta) {
    const c = Math.cos(theta), s = Math.sin(theta);
    this.set(
      c,
      -s,
      0,
      0,
      s,
      c,
      0,
      0,
      0,
      0,
      1,
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Sets this matrix as a rotational transformation around the given axis by
   * the given angle.
   *
   * This is a somewhat controversial but mathematically sound alternative to
   * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
   *
   * @param {Vector3} axis - The normalized rotation axis.
   * @param {number} angle - The rotation in radians.
   * @return {Matrix4} A reference to this matrix.
   */
  makeRotationAxis(axis, angle) {
    const c = Math.cos(angle);
    const s = Math.sin(angle);
    const t = 1 - c;
    const x = axis.x, y = axis.y, z = axis.z;
    const tx = t * x, ty = t * y;
    this.set(
      tx * x + c,
      tx * y - s * z,
      tx * z + s * y,
      0,
      tx * y + s * z,
      ty * y + c,
      ty * z - s * x,
      0,
      tx * z - s * y,
      ty * z + s * x,
      t * z * z + c,
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Sets this matrix as a scale transformation.
   *
   * @param {number} x - The amount to scale in the X axis.
   * @param {number} y - The amount to scale in the Y axis.
   * @param {number} z - The amount to scale in the Z axis.
   * @return {Matrix4} A reference to this matrix.
   */
  makeScale(x, y, z) {
    this.set(
      x,
      0,
      0,
      0,
      0,
      y,
      0,
      0,
      0,
      0,
      z,
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Sets this matrix as a shear transformation.
   *
   * @param {number} xy - The amount to shear X by Y.
   * @param {number} xz - The amount to shear X by Z.
   * @param {number} yx - The amount to shear Y by X.
   * @param {number} yz - The amount to shear Y by Z.
   * @param {number} zx - The amount to shear Z by X.
   * @param {number} zy - The amount to shear Z by Y.
   * @return {Matrix4} A reference to this matrix.
   */
  makeShear(xy, xz, yx, yz, zx, zy) {
    this.set(
      1,
      yx,
      zx,
      0,
      xy,
      1,
      zy,
      0,
      xz,
      yz,
      1,
      0,
      0,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Sets this matrix to the transformation composed of the given position,
   * rotation (Quaternion) and scale.
   *
   * @param {Vector3} position - The position vector.
   * @param {Quaternion} quaternion - The rotation as a Quaternion.
   * @param {Vector3} scale - The scale vector.
   * @return {Matrix4} A reference to this matrix.
   */
  compose(position, quaternion, scale) {
    const te = this.elements;
    const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
    const x2 = x + x, y2 = y + y, z2 = z + z;
    const xx = x * x2, xy = x * y2, xz = x * z2;
    const yy = y * y2, yz = y * z2, zz = z * z2;
    const wx = w * x2, wy = w * y2, wz = w * z2;
    const sx = scale.x, sy = scale.y, sz = scale.z;
    te[0] = (1 - (yy + zz)) * sx;
    te[1] = (xy + wz) * sx;
    te[2] = (xz - wy) * sx;
    te[3] = 0;
    te[4] = (xy - wz) * sy;
    te[5] = (1 - (xx + zz)) * sy;
    te[6] = (yz + wx) * sy;
    te[7] = 0;
    te[8] = (xz + wy) * sz;
    te[9] = (yz - wx) * sz;
    te[10] = (1 - (xx + yy)) * sz;
    te[11] = 0;
    te[12] = position.x;
    te[13] = position.y;
    te[14] = position.z;
    te[15] = 1;
    return this;
  }
  /**
   * Decomposes this matrix into its position, rotation and scale components
   * and provides the result in the given objects.
   *
   * Note: Not all matrices are decomposable in this way. For example, if an
   * object has a non-uniformly scaled parent, then the object's world matrix
   * may not be decomposable, and this method may not be appropriate.
   *
   * @param {Vector3} position - The position vector.
   * @param {Quaternion} quaternion - The rotation as a Quaternion.
   * @param {Vector3} scale - The scale vector.
   * @return {Matrix4} A reference to this matrix.
   */
  decompose(position, quaternion, scale) {
    const te = this.elements;
    position.x = te[12];
    position.y = te[13];
    position.z = te[14];
    if (this.determinant() === 0) {
      scale.set(1, 1, 1);
      quaternion.identity();
      return this;
    }
    let sx = _v1$5.set(te[0], te[1], te[2]).length();
    const sy = _v1$5.set(te[4], te[5], te[6]).length();
    const sz = _v1$5.set(te[8], te[9], te[10]).length();
    const det = this.determinant();
    if (det < 0) sx = -sx;
    _m1$2.copy(this);
    const invSX = 1 / sx;
    const invSY = 1 / sy;
    const invSZ = 1 / sz;
    _m1$2.elements[0] *= invSX;
    _m1$2.elements[1] *= invSX;
    _m1$2.elements[2] *= invSX;
    _m1$2.elements[4] *= invSY;
    _m1$2.elements[5] *= invSY;
    _m1$2.elements[6] *= invSY;
    _m1$2.elements[8] *= invSZ;
    _m1$2.elements[9] *= invSZ;
    _m1$2.elements[10] *= invSZ;
    quaternion.setFromRotationMatrix(_m1$2);
    scale.x = sx;
    scale.y = sy;
    scale.z = sz;
    return this;
  }
  /**
  	 * Creates a perspective projection matrix. This is used internally by
  	 * {@link PerspectiveCamera#updateProjectionMatrix}.
  
  	 * @param {number} left - Left boundary of the viewing frustum at the near plane.
  	 * @param {number} right - Right boundary of the viewing frustum at the near plane.
  	 * @param {number} top - Top boundary of the viewing frustum at the near plane.
  	 * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  	 * @param {number} near - The distance from the camera to the near plane.
  	 * @param {number} far - The distance from the camera to the far plane.
  	 * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  	 * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  makePerspective(left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false) {
    const te = this.elements;
    const x = 2 * near / (right - left);
    const y = 2 * near / (top - bottom);
    const a = (right + left) / (right - left);
    const b = (top + bottom) / (top - bottom);
    let c, d;
    if (reversedDepth) {
      c = near / (far - near);
      d = far * near / (far - near);
    } else {
      if (coordinateSystem === WebGLCoordinateSystem) {
        c = -(far + near) / (far - near);
        d = -2 * far * near / (far - near);
      } else if (coordinateSystem === WebGPUCoordinateSystem) {
        c = -far / (far - near);
        d = -far * near / (far - near);
      } else {
        throw new Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: " + coordinateSystem);
      }
    }
    te[0] = x;
    te[4] = 0;
    te[8] = a;
    te[12] = 0;
    te[1] = 0;
    te[5] = y;
    te[9] = b;
    te[13] = 0;
    te[2] = 0;
    te[6] = 0;
    te[10] = c;
    te[14] = d;
    te[3] = 0;
    te[7] = 0;
    te[11] = -1;
    te[15] = 0;
    return this;
  }
  /**
  	 * Creates a orthographic projection matrix. This is used internally by
  	 * {@link OrthographicCamera#updateProjectionMatrix}.
  
  	 * @param {number} left - Left boundary of the viewing frustum at the near plane.
  	 * @param {number} right - Right boundary of the viewing frustum at the near plane.
  	 * @param {number} top - Top boundary of the viewing frustum at the near plane.
  	 * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  	 * @param {number} near - The distance from the camera to the near plane.
  	 * @param {number} far - The distance from the camera to the far plane.
  	 * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  	 * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  makeOrthographic(left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false) {
    const te = this.elements;
    const x = 2 / (right - left);
    const y = 2 / (top - bottom);
    const a = -(right + left) / (right - left);
    const b = -(top + bottom) / (top - bottom);
    let c, d;
    if (reversedDepth) {
      c = 1 / (far - near);
      d = far / (far - near);
    } else {
      if (coordinateSystem === WebGLCoordinateSystem) {
        c = -2 / (far - near);
        d = -(far + near) / (far - near);
      } else if (coordinateSystem === WebGPUCoordinateSystem) {
        c = -1 / (far - near);
        d = -near / (far - near);
      } else {
        throw new Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: " + coordinateSystem);
      }
    }
    te[0] = x;
    te[4] = 0;
    te[8] = 0;
    te[12] = a;
    te[1] = 0;
    te[5] = y;
    te[9] = 0;
    te[13] = b;
    te[2] = 0;
    te[6] = 0;
    te[10] = c;
    te[14] = d;
    te[3] = 0;
    te[7] = 0;
    te[11] = 0;
    te[15] = 1;
    return this;
  }
  /**
   * Returns `true` if this matrix is equal with the given one.
   *
   * @param {Matrix4} matrix - The matrix to test for equality.
   * @return {boolean} Whether this matrix is equal with the given one.
   */
  equals(matrix) {
    const te = this.elements;
    const me = matrix.elements;
    for (let i = 0; i < 16; i++) {
      if (te[i] !== me[i]) return false;
    }
    return true;
  }
  /**
   * Sets the elements of the matrix from the given array.
   *
   * @param {Array<number>} array - The matrix elements in column-major order.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Matrix4} A reference to this matrix.
   */
  fromArray(array, offset = 0) {
    for (let i = 0; i < 16; i++) {
      this.elements[i] = array[i + offset];
    }
    return this;
  }
  /**
   * Writes the elements of this matrix to the given array. If no array is provided,
   * the method returns a new instance.
   *
   * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Array<number>} The matrix elements in column-major order.
   */
  toArray(array = [], offset = 0) {
    const te = this.elements;
    array[offset] = te[0];
    array[offset + 1] = te[1];
    array[offset + 2] = te[2];
    array[offset + 3] = te[3];
    array[offset + 4] = te[4];
    array[offset + 5] = te[5];
    array[offset + 6] = te[6];
    array[offset + 7] = te[7];
    array[offset + 8] = te[8];
    array[offset + 9] = te[9];
    array[offset + 10] = te[10];
    array[offset + 11] = te[11];
    array[offset + 12] = te[12];
    array[offset + 13] = te[13];
    array[offset + 14] = te[14];
    array[offset + 15] = te[15];
    return array;
  }
};
var _v1$5 = new Vector3();
var _m1$2 = new Matrix4();
var _zero = new Vector3(0, 0, 0);
var _one = new Vector3(1, 1, 1);
var _x = new Vector3();
var _y = new Vector3();
var _z = new Vector3();
var _matrix$2 = new Matrix4();
var _quaternion$3 = new Quaternion();
var Euler = class _Euler {
  /**
   * Constructs a new euler instance.
   *
   * @param {number} [x=0] - The angle of the x axis in radians.
   * @param {number} [y=0] - The angle of the y axis in radians.
   * @param {number} [z=0] - The angle of the z axis in radians.
   * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
   */
  constructor(x = 0, y = 0, z = 0, order = _Euler.DEFAULT_ORDER) {
    this.isEuler = true;
    this._x = x;
    this._y = y;
    this._z = z;
    this._order = order;
  }
  /**
   * The angle of the x axis in radians.
   *
   * @type {number}
   * @default 0
   */
  get x() {
    return this._x;
  }
  set x(value) {
    this._x = value;
    this._onChangeCallback();
  }
  /**
   * The angle of the y axis in radians.
   *
   * @type {number}
   * @default 0
   */
  get y() {
    return this._y;
  }
  set y(value) {
    this._y = value;
    this._onChangeCallback();
  }
  /**
   * The angle of the z axis in radians.
   *
   * @type {number}
   * @default 0
   */
  get z() {
    return this._z;
  }
  set z(value) {
    this._z = value;
    this._onChangeCallback();
  }
  /**
   * A string representing the order that the rotations are applied.
   *
   * @type {string}
   * @default 'XYZ'
   */
  get order() {
    return this._order;
  }
  set order(value) {
    this._order = value;
    this._onChangeCallback();
  }
  /**
   * Sets the Euler components.
   *
   * @param {number} x - The angle of the x axis in radians.
   * @param {number} y - The angle of the y axis in radians.
   * @param {number} z - The angle of the z axis in radians.
   * @param {string} [order] - A string representing the order that the rotations are applied.
   * @return {Euler} A reference to this Euler instance.
   */
  set(x, y, z, order = this._order) {
    this._x = x;
    this._y = y;
    this._z = z;
    this._order = order;
    this._onChangeCallback();
    return this;
  }
  /**
   * Returns a new Euler instance with copied values from this instance.
   *
   * @return {Euler} A clone of this instance.
   */
  clone() {
    return new this.constructor(this._x, this._y, this._z, this._order);
  }
  /**
   * Copies the values of the given Euler instance to this instance.
   *
   * @param {Euler} euler - The Euler instance to copy.
   * @return {Euler} A reference to this Euler instance.
   */
  copy(euler) {
    this._x = euler._x;
    this._y = euler._y;
    this._z = euler._z;
    this._order = euler._order;
    this._onChangeCallback();
    return this;
  }
  /**
   * Sets the angles of this Euler instance from a pure rotation matrix.
   *
   * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
   * @param {string} [order] - A string representing the order that the rotations are applied.
   * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
   * @return {Euler} A reference to this Euler instance.
   */
  setFromRotationMatrix(m, order = this._order, update = true) {
    const te = m.elements;
    const m11 = te[0], m12 = te[4], m13 = te[8];
    const m21 = te[1], m22 = te[5], m23 = te[9];
    const m31 = te[2], m32 = te[6], m33 = te[10];
    switch (order) {
      case "XYZ":
        this._y = Math.asin(clamp(m13, -1, 1));
        if (Math.abs(m13) < 0.9999999) {
          this._x = Math.atan2(-m23, m33);
          this._z = Math.atan2(-m12, m11);
        } else {
          this._x = Math.atan2(m32, m22);
          this._z = 0;
        }
        break;
      case "YXZ":
        this._x = Math.asin(-clamp(m23, -1, 1));
        if (Math.abs(m23) < 0.9999999) {
          this._y = Math.atan2(m13, m33);
          this._z = Math.atan2(m21, m22);
        } else {
          this._y = Math.atan2(-m31, m11);
          this._z = 0;
        }
        break;
      case "ZXY":
        this._x = Math.asin(clamp(m32, -1, 1));
        if (Math.abs(m32) < 0.9999999) {
          this._y = Math.atan2(-m31, m33);
          this._z = Math.atan2(-m12, m22);
        } else {
          this._y = 0;
          this._z = Math.atan2(m21, m11);
        }
        break;
      case "ZYX":
        this._y = Math.asin(-clamp(m31, -1, 1));
        if (Math.abs(m31) < 0.9999999) {
          this._x = Math.atan2(m32, m33);
          this._z = Math.atan2(m21, m11);
        } else {
          this._x = 0;
          this._z = Math.atan2(-m12, m22);
        }
        break;
      case "YZX":
        this._z = Math.asin(clamp(m21, -1, 1));
        if (Math.abs(m21) < 0.9999999) {
          this._x = Math.atan2(-m23, m22);
          this._y = Math.atan2(-m31, m11);
        } else {
          this._x = 0;
          this._y = Math.atan2(m13, m33);
        }
        break;
      case "XZY":
        this._z = Math.asin(-clamp(m12, -1, 1));
        if (Math.abs(m12) < 0.9999999) {
          this._x = Math.atan2(m32, m22);
          this._y = Math.atan2(m13, m11);
        } else {
          this._x = Math.atan2(-m23, m33);
          this._y = 0;
        }
        break;
      default:
        warn("Euler: .setFromRotationMatrix() encountered an unknown order: " + order);
    }
    this._order = order;
    if (update === true) this._onChangeCallback();
    return this;
  }
  /**
   * Sets the angles of this Euler instance from a normalized quaternion.
   *
   * @param {Quaternion} q - A normalized Quaternion.
   * @param {string} [order] - A string representing the order that the rotations are applied.
   * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
   * @return {Euler} A reference to this Euler instance.
   */
  setFromQuaternion(q, order, update) {
    _matrix$2.makeRotationFromQuaternion(q);
    return this.setFromRotationMatrix(_matrix$2, order, update);
  }
  /**
   * Sets the angles of this Euler instance from the given vector.
   *
   * @param {Vector3} v - The vector.
   * @param {string} [order] - A string representing the order that the rotations are applied.
   * @return {Euler} A reference to this Euler instance.
   */
  setFromVector3(v, order = this._order) {
    return this.set(v.x, v.y, v.z, order);
  }
  /**
   * Resets the euler angle with a new order by creating a quaternion from this
   * euler angle and then setting this euler angle with the quaternion and the
   * new order.
   *
   * Warning: This discards revolution information.
   *
   * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
   * @return {Euler} A reference to this Euler instance.
   */
  reorder(newOrder) {
    _quaternion$3.setFromEuler(this);
    return this.setFromQuaternion(_quaternion$3, newOrder);
  }
  /**
   * Returns `true` if this Euler instance is equal with the given one.
   *
   * @param {Euler} euler - The Euler instance to test for equality.
   * @return {boolean} Whether this Euler instance is equal with the given one.
   */
  equals(euler) {
    return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
  }
  /**
   * Sets this Euler instance's components to values from the given array. The first three
   * entries of the array are assign to the x,y and z components. An optional fourth entry
   * defines the Euler order.
   *
   * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
   * @return {Euler} A reference to this Euler instance.
   */
  fromArray(array) {
    this._x = array[0];
    this._y = array[1];
    this._z = array[2];
    if (array[3] !== void 0) this._order = array[3];
    this._onChangeCallback();
    return this;
  }
  /**
   * Writes the components of this Euler instance to the given array. If no array is provided,
   * the method returns a new instance.
   *
   * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Array<number,number,number,string>} The Euler components.
   */
  toArray(array = [], offset = 0) {
    array[offset] = this._x;
    array[offset + 1] = this._y;
    array[offset + 2] = this._z;
    array[offset + 3] = this._order;
    return array;
  }
  _onChange(callback) {
    this._onChangeCallback = callback;
    return this;
  }
  _onChangeCallback() {
  }
  *[Symbol.iterator]() {
    yield this._x;
    yield this._y;
    yield this._z;
    yield this._order;
  }
};
Euler.DEFAULT_ORDER = "XYZ";
var Layers = class {
  /**
   * Constructs a new layers instance, with membership
   * initially set to layer `0`.
   */
  constructor() {
    this.mask = 1 | 0;
  }
  /**
   * Sets membership to the given layer, and remove membership all other layers.
   *
   * @param {number} layer - The layer to set.
   */
  set(layer) {
    this.mask = (1 << layer | 0) >>> 0;
  }
  /**
   * Adds membership of the given layer.
   *
   * @param {number} layer - The layer to enable.
   */
  enable(layer) {
    this.mask |= 1 << layer | 0;
  }
  /**
   * Adds membership to all layers.
   */
  enableAll() {
    this.mask = 4294967295 | 0;
  }
  /**
   * Toggles the membership of the given layer.
   *
   * @param {number} layer - The layer to toggle.
   */
  toggle(layer) {
    this.mask ^= 1 << layer | 0;
  }
  /**
   * Removes membership of the given layer.
   *
   * @param {number} layer - The layer to enable.
   */
  disable(layer) {
    this.mask &= ~(1 << layer | 0);
  }
  /**
   * Removes the membership from all layers.
   */
  disableAll() {
    this.mask = 0;
  }
  /**
   * Returns `true` if this and the given layers object have at least one
   * layer in common.
   *
   * @param {Layers} layers - The layers to test.
   * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
   */
  test(layers) {
    return (this.mask & layers.mask) !== 0;
  }
  /**
   * Returns `true` if the given layer is enabled.
   *
   * @param {number} layer - The layer to test.
   * @return {boolean } Whether the given layer is enabled or not.
   */
  isEnabled(layer) {
    return (this.mask & (1 << layer | 0)) !== 0;
  }
};
var _object3DId = 0;
var _v1$4 = new Vector3();
var _q1 = new Quaternion();
var _m1$1 = new Matrix4();
var _target = new Vector3();
var _position$3 = new Vector3();
var _scale$2 = new Vector3();
var _quaternion$2 = new Quaternion();
var _xAxis = new Vector3(1, 0, 0);
var _yAxis = new Vector3(0, 1, 0);
var _zAxis = new Vector3(0, 0, 1);
var _addedEvent = { type: "added" };
var _removedEvent = { type: "removed" };
var _childaddedEvent = { type: "childadded", child: null };
var _childremovedEvent = { type: "childremoved", child: null };
var Object3D = class _Object3D extends EventDispatcher {
  /**
   * Constructs a new 3D object.
   */
  constructor() {
    super();
    this.isObject3D = true;
    Object.defineProperty(this, "id", { value: _object3DId++ });
    this.uuid = generateUUID();
    this.name = "";
    this.type = "Object3D";
    this.parent = null;
    this.children = [];
    this.up = _Object3D.DEFAULT_UP.clone();
    const position = new Vector3();
    const rotation = new Euler();
    const quaternion = new Quaternion();
    const scale = new Vector3(1, 1, 1);
    function onRotationChange() {
      quaternion.setFromEuler(rotation, false);
    }
    function onQuaternionChange() {
      rotation.setFromQuaternion(quaternion, void 0, false);
    }
    rotation._onChange(onRotationChange);
    quaternion._onChange(onQuaternionChange);
    Object.defineProperties(this, {
      /**
       * Represents the object's local position.
       *
       * @name Object3D#position
       * @type {Vector3}
       * @default (0,0,0)
       */
      position: {
        configurable: true,
        enumerable: true,
        value: position
      },
      /**
       * Represents the object's local rotation as Euler angles, in radians.
       *
       * @name Object3D#rotation
       * @type {Euler}
       * @default (0,0,0)
       */
      rotation: {
        configurable: true,
        enumerable: true,
        value: rotation
      },
      /**
       * Represents the object's local rotation as Quaternions.
       *
       * @name Object3D#quaternion
       * @type {Quaternion}
       */
      quaternion: {
        configurable: true,
        enumerable: true,
        value: quaternion
      },
      /**
       * Represents the object's local scale.
       *
       * @name Object3D#scale
       * @type {Vector3}
       * @default (1,1,1)
       */
      scale: {
        configurable: true,
        enumerable: true,
        value: scale
      },
      /**
       * Represents the object's model-view matrix.
       *
       * @name Object3D#modelViewMatrix
       * @type {Matrix4}
       */
      modelViewMatrix: {
        value: new Matrix4()
      },
      /**
       * Represents the object's normal matrix.
       *
       * @name Object3D#normalMatrix
       * @type {Matrix3}
       */
      normalMatrix: {
        value: new Matrix3()
      }
    });
    this.matrix = new Matrix4();
    this.matrixWorld = new Matrix4();
    this.matrixAutoUpdate = _Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
    this.matrixWorldAutoUpdate = _Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE;
    this.matrixWorldNeedsUpdate = false;
    this.layers = new Layers();
    this.visible = true;
    this.castShadow = false;
    this.receiveShadow = false;
    this.frustumCulled = true;
    this.renderOrder = 0;
    this.animations = [];
    this.customDepthMaterial = void 0;
    this.customDistanceMaterial = void 0;
    this.userData = {};
  }
  /**
   * A callback that is executed immediately before a 3D object is rendered to a shadow map.
   *
   * @param {Renderer|WebGLRenderer} renderer - The renderer.
   * @param {Object3D} object - The 3D object.
   * @param {Camera} camera - The camera that is used to render the scene.
   * @param {Camera} shadowCamera - The shadow camera.
   * @param {BufferGeometry} geometry - The 3D object's geometry.
   * @param {Material} depthMaterial - The depth material.
   * @param {Object} group - The geometry group data.
   */
  onBeforeShadow() {
  }
  /**
   * A callback that is executed immediately after a 3D object is rendered to a shadow map.
   *
   * @param {Renderer|WebGLRenderer} renderer - The renderer.
   * @param {Object3D} object - The 3D object.
   * @param {Camera} camera - The camera that is used to render the scene.
   * @param {Camera} shadowCamera - The shadow camera.
   * @param {BufferGeometry} geometry - The 3D object's geometry.
   * @param {Material} depthMaterial - The depth material.
   * @param {Object} group - The geometry group data.
   */
  onAfterShadow() {
  }
  /**
   * A callback that is executed immediately before a 3D object is rendered.
   *
   * @param {Renderer|WebGLRenderer} renderer - The renderer.
   * @param {Object3D} object - The 3D object.
   * @param {Camera} camera - The camera that is used to render the scene.
   * @param {BufferGeometry} geometry - The 3D object's geometry.
   * @param {Material} material - The 3D object's material.
   * @param {Object} group - The geometry group data.
   */
  onBeforeRender() {
  }
  /**
   * A callback that is executed immediately after a 3D object is rendered.
   *
   * @param {Renderer|WebGLRenderer} renderer - The renderer.
   * @param {Object3D} object - The 3D object.
   * @param {Camera} camera - The camera that is used to render the scene.
   * @param {BufferGeometry} geometry - The 3D object's geometry.
   * @param {Material} material - The 3D object's material.
   * @param {Object} group - The geometry group data.
   */
  onAfterRender() {
  }
  /**
   * Applies the given transformation matrix to the object and updates the object's position,
   * rotation and scale.
   *
   * @param {Matrix4} matrix - The transformation matrix.
   */
  applyMatrix4(matrix) {
    if (this.matrixAutoUpdate) this.updateMatrix();
    this.matrix.premultiply(matrix);
    this.matrix.decompose(this.position, this.quaternion, this.scale);
  }
  /**
   * Applies a rotation represented by given the quaternion to the 3D object.
   *
   * @param {Quaternion} q - The quaternion.
   * @return {Object3D} A reference to this instance.
   */
  applyQuaternion(q) {
    this.quaternion.premultiply(q);
    return this;
  }
  /**
   * Sets the given rotation represented as an axis/angle couple to the 3D object.
   *
   * @param {Vector3} axis - The (normalized) axis vector.
   * @param {number} angle - The angle in radians.
   */
  setRotationFromAxisAngle(axis, angle) {
    this.quaternion.setFromAxisAngle(axis, angle);
  }
  /**
   * Sets the given rotation represented as Euler angles to the 3D object.
   *
   * @param {Euler} euler - The Euler angles.
   */
  setRotationFromEuler(euler) {
    this.quaternion.setFromEuler(euler, true);
  }
  /**
   * Sets the given rotation represented as rotation matrix to the 3D object.
   *
   * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
   * a pure rotation matrix (i.e, unscaled).
   */
  setRotationFromMatrix(m) {
    this.quaternion.setFromRotationMatrix(m);
  }
  /**
   * Sets the given rotation represented as a Quaternion to the 3D object.
   *
   * @param {Quaternion} q - The Quaternion
   */
  setRotationFromQuaternion(q) {
    this.quaternion.copy(q);
  }
  /**
   * Rotates the 3D object along an axis in local space.
   *
   * @param {Vector3} axis - The (normalized) axis vector.
   * @param {number} angle - The angle in radians.
   * @return {Object3D} A reference to this instance.
   */
  rotateOnAxis(axis, angle) {
    _q1.setFromAxisAngle(axis, angle);
    this.quaternion.multiply(_q1);
    return this;
  }
  /**
   * Rotates the 3D object along an axis in world space.
   *
   * @param {Vector3} axis - The (normalized) axis vector.
   * @param {number} angle - The angle in radians.
   * @return {Object3D} A reference to this instance.
   */
  rotateOnWorldAxis(axis, angle) {
    _q1.setFromAxisAngle(axis, angle);
    this.quaternion.premultiply(_q1);
    return this;
  }
  /**
   * Rotates the 3D object around its X axis in local space.
   *
   * @param {number} angle - The angle in radians.
   * @return {Object3D} A reference to this instance.
   */
  rotateX(angle) {
    return this.rotateOnAxis(_xAxis, angle);
  }
  /**
   * Rotates the 3D object around its Y axis in local space.
   *
   * @param {number} angle - The angle in radians.
   * @return {Object3D} A reference to this instance.
   */
  rotateY(angle) {
    return this.rotateOnAxis(_yAxis, angle);
  }
  /**
   * Rotates the 3D object around its Z axis in local space.
   *
   * @param {number} angle - The angle in radians.
   * @return {Object3D} A reference to this instance.
   */
  rotateZ(angle) {
    return this.rotateOnAxis(_zAxis, angle);
  }
  /**
   * Translate the 3D object by a distance along the given axis in local space.
   *
   * @param {Vector3} axis - The (normalized) axis vector.
   * @param {number} distance - The distance in world units.
   * @return {Object3D} A reference to this instance.
   */
  translateOnAxis(axis, distance) {
    _v1$4.copy(axis).applyQuaternion(this.quaternion);
    this.position.add(_v1$4.multiplyScalar(distance));
    return this;
  }
  /**
   * Translate the 3D object by a distance along its X-axis in local space.
   *
   * @param {number} distance - The distance in world units.
   * @return {Object3D} A reference to this instance.
   */
  translateX(distance) {
    return this.translateOnAxis(_xAxis, distance);
  }
  /**
   * Translate the 3D object by a distance along its Y-axis in local space.
   *
   * @param {number} distance - The distance in world units.
   * @return {Object3D} A reference to this instance.
   */
  translateY(distance) {
    return this.translateOnAxis(_yAxis, distance);
  }
  /**
   * Translate the 3D object by a distance along its Z-axis in local space.
   *
   * @param {number} distance - The distance in world units.
   * @return {Object3D} A reference to this instance.
   */
  translateZ(distance) {
    return this.translateOnAxis(_zAxis, distance);
  }
  /**
   * Converts the given vector from this 3D object's local space to world space.
   *
   * @param {Vector3} vector - The vector to convert.
   * @return {Vector3} The converted vector.
   */
  localToWorld(vector) {
    this.updateWorldMatrix(true, false);
    return vector.applyMatrix4(this.matrixWorld);
  }
  /**
   * Converts the given vector from this 3D object's word space to local space.
   *
   * @param {Vector3} vector - The vector to convert.
   * @return {Vector3} The converted vector.
   */
  worldToLocal(vector) {
    this.updateWorldMatrix(true, false);
    return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
  }
  /**
   * Rotates the object to face a point in world space.
   *
   * This method does not support objects having non-uniformly-scaled parent(s).
   *
   * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
   * @param {number} [y] - The y coordinate in world space.
   * @param {number} [z] - The z coordinate in world space.
   */
  lookAt(x, y, z) {
    if (x.isVector3) {
      _target.copy(x);
    } else {
      _target.set(x, y, z);
    }
    const parent = this.parent;
    this.updateWorldMatrix(true, false);
    _position$3.setFromMatrixPosition(this.matrixWorld);
    if (this.isCamera || this.isLight) {
      _m1$1.lookAt(_position$3, _target, this.up);
    } else {
      _m1$1.lookAt(_target, _position$3, this.up);
    }
    this.quaternion.setFromRotationMatrix(_m1$1);
    if (parent) {
      _m1$1.extractRotation(parent.matrixWorld);
      _q1.setFromRotationMatrix(_m1$1);
      this.quaternion.premultiply(_q1.invert());
    }
  }
  /**
   * Adds the given 3D object as a child to this 3D object. An arbitrary number of
   * objects may be added. Any current parent on an object passed in here will be
   * removed, since an object can have at most one parent.
   *
   * @fires Object3D#added
   * @fires Object3D#childadded
   * @param {Object3D} object - The 3D object to add.
   * @return {Object3D} A reference to this instance.
   */
  add(object) {
    if (arguments.length > 1) {
      for (let i = 0; i < arguments.length; i++) {
        this.add(arguments[i]);
      }
      return this;
    }
    if (object === this) {
      error("Object3D.add: object can't be added as a child of itself.", object);
      return this;
    }
    if (object && object.isObject3D) {
      object.removeFromParent();
      object.parent = this;
      this.children.push(object);
      object.dispatchEvent(_addedEvent);
      _childaddedEvent.child = object;
      this.dispatchEvent(_childaddedEvent);
      _childaddedEvent.child = null;
    } else {
      error("Object3D.add: object not an instance of THREE.Object3D.", object);
    }
    return this;
  }
  /**
   * Removes the given 3D object as child from this 3D object.
   * An arbitrary number of objects may be removed.
   *
   * @fires Object3D#removed
   * @fires Object3D#childremoved
   * @param {Object3D} object - The 3D object to remove.
   * @return {Object3D} A reference to this instance.
   */
  remove(object) {
    if (arguments.length > 1) {
      for (let i = 0; i < arguments.length; i++) {
        this.remove(arguments[i]);
      }
      return this;
    }
    const index = this.children.indexOf(object);
    if (index !== -1) {
      object.parent = null;
      this.children.splice(index, 1);
      object.dispatchEvent(_removedEvent);
      _childremovedEvent.child = object;
      this.dispatchEvent(_childremovedEvent);
      _childremovedEvent.child = null;
    }
    return this;
  }
  /**
   * Removes this 3D object from its current parent.
   *
   * @fires Object3D#removed
   * @fires Object3D#childremoved
   * @return {Object3D} A reference to this instance.
   */
  removeFromParent() {
    const parent = this.parent;
    if (parent !== null) {
      parent.remove(this);
    }
    return this;
  }
  /**
   * Removes all child objects.
   *
   * @fires Object3D#removed
   * @fires Object3D#childremoved
   * @return {Object3D} A reference to this instance.
   */
  clear() {
    return this.remove(...this.children);
  }
  /**
   * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
   * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
   *
   * @fires Object3D#added
   * @fires Object3D#childadded
   * @param {Object3D} object - The 3D object to attach.
   * @return {Object3D} A reference to this instance.
   */
  attach(object) {
    this.updateWorldMatrix(true, false);
    _m1$1.copy(this.matrixWorld).invert();
    if (object.parent !== null) {
      object.parent.updateWorldMatrix(true, false);
      _m1$1.multiply(object.parent.matrixWorld);
    }
    object.applyMatrix4(_m1$1);
    object.removeFromParent();
    object.parent = this;
    this.children.push(object);
    object.updateWorldMatrix(false, true);
    object.dispatchEvent(_addedEvent);
    _childaddedEvent.child = object;
    this.dispatchEvent(_childaddedEvent);
    _childaddedEvent.child = null;
    return this;
  }
  /**
   * Searches through the 3D object and its children, starting with the 3D object
   * itself, and returns the first with a matching ID.
   *
   * @param {number} id - The id.
   * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
   */
  getObjectById(id) {
    return this.getObjectByProperty("id", id);
  }
  /**
   * Searches through the 3D object and its children, starting with the 3D object
   * itself, and returns the first with a matching name.
   *
   * @param {string} name - The name.
   * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
   */
  getObjectByName(name) {
    return this.getObjectByProperty("name", name);
  }
  /**
   * Searches through the 3D object and its children, starting with the 3D object
   * itself, and returns the first with a matching property value.
   *
   * @param {string} name - The name of the property.
   * @param {any} value - The value.
   * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
   */
  getObjectByProperty(name, value) {
    if (this[name] === value) return this;
    for (let i = 0, l = this.children.length; i < l; i++) {
      const child = this.children[i];
      const object = child.getObjectByProperty(name, value);
      if (object !== void 0) {
        return object;
      }
    }
    return void 0;
  }
  /**
   * Searches through the 3D object and its children, starting with the 3D object
   * itself, and returns all 3D objects with a matching property value.
   *
   * @param {string} name - The name of the property.
   * @param {any} value - The value.
   * @param {Array<Object3D>} result - The method stores the result in this array.
   * @return {Array<Object3D>} The found 3D objects.
   */
  getObjectsByProperty(name, value, result = []) {
    if (this[name] === value) result.push(this);
    const children = this.children;
    for (let i = 0, l = children.length; i < l; i++) {
      children[i].getObjectsByProperty(name, value, result);
    }
    return result;
  }
  /**
   * Returns a vector representing the position of the 3D object in world space.
   *
   * @param {Vector3} target - The target vector the result is stored to.
   * @return {Vector3} The 3D object's position in world space.
   */
  getWorldPosition(target) {
    this.updateWorldMatrix(true, false);
    return target.setFromMatrixPosition(this.matrixWorld);
  }
  /**
   * Returns a Quaternion representing the position of the 3D object in world space.
   *
   * @param {Quaternion} target - The target Quaternion the result is stored to.
   * @return {Quaternion} The 3D object's rotation in world space.
   */
  getWorldQuaternion(target) {
    this.updateWorldMatrix(true, false);
    this.matrixWorld.decompose(_position$3, target, _scale$2);
    return target;
  }
  /**
   * Returns a vector representing the scale of the 3D object in world space.
   *
   * @param {Vector3} target - The target vector the result is stored to.
   * @return {Vector3} The 3D object's scale in world space.
   */
  getWorldScale(target) {
    this.updateWorldMatrix(true, false);
    this.matrixWorld.decompose(_position$3, _quaternion$2, target);
    return target;
  }
  /**
   * Returns a vector representing the ("look") direction of the 3D object in world space.
   *
   * @param {Vector3} target - The target vector the result is stored to.
   * @return {Vector3} The 3D object's direction in world space.
   */
  getWorldDirection(target) {
    this.updateWorldMatrix(true, false);
    const e = this.matrixWorld.elements;
    return target.set(e[8], e[9], e[10]).normalize();
  }
  /**
   * Abstract method to get intersections between a casted ray and this
   * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
   * implement this method in order to use raycasting.
   *
   * @abstract
   * @param {Raycaster} raycaster - The raycaster.
   * @param {Array<Object>} intersects - An array holding the result of the method.
   */
  raycast() {
  }
  /**
   * Executes the callback on this 3D object and all descendants.
   *
   * Note: Modifying the scene graph inside the callback is discouraged.
   *
   * @param {Function} callback - A callback function that allows to process the current 3D object.
   */
  traverse(callback) {
    callback(this);
    const children = this.children;
    for (let i = 0, l = children.length; i < l; i++) {
      children[i].traverse(callback);
    }
  }
  /**
   * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
   * Descendants of invisible 3D objects are not traversed.
   *
   * Note: Modifying the scene graph inside the callback is discouraged.
   *
   * @param {Function} callback - A callback function that allows to process the current 3D object.
   */
  traverseVisible(callback) {
    if (this.visible === false) return;
    callback(this);
    const children = this.children;
    for (let i = 0, l = children.length; i < l; i++) {
      children[i].traverseVisible(callback);
    }
  }
  /**
   * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
   *
   * Note: Modifying the scene graph inside the callback is discouraged.
   *
   * @param {Function} callback - A callback function that allows to process the current 3D object.
   */
  traverseAncestors(callback) {
    const parent = this.parent;
    if (parent !== null) {
      callback(parent);
      parent.traverseAncestors(callback);
    }
  }
  /**
   * Updates the transformation matrix in local space by computing it from the current
   * position, rotation and scale values.
   */
  updateMatrix() {
    this.matrix.compose(this.position, this.quaternion, this.scale);
    this.matrixWorldNeedsUpdate = true;
  }
  /**
   * Updates the transformation matrix in world space of this 3D objects and its descendants.
   *
   * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
   * local space. The computation of the local and world matrix can be controlled with the
   * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
   * `true` by default.  Set these flags to `false` if you need more control over the update matrix process.
   *
   * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
   * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
   */
  updateMatrixWorld(force) {
    if (this.matrixAutoUpdate) this.updateMatrix();
    if (this.matrixWorldNeedsUpdate || force) {
      if (this.matrixWorldAutoUpdate === true) {
        if (this.parent === null) {
          this.matrixWorld.copy(this.matrix);
        } else {
          this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
        }
      }
      this.matrixWorldNeedsUpdate = false;
      force = true;
    }
    const children = this.children;
    for (let i = 0, l = children.length; i < l; i++) {
      const child = children[i];
      child.updateMatrixWorld(force);
    }
  }
  /**
   * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
   * update of ancestor and descendant nodes.
   *
   * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
   * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
   */
  updateWorldMatrix(updateParents, updateChildren) {
    const parent = this.parent;
    if (updateParents === true && parent !== null) {
      parent.updateWorldMatrix(true, false);
    }
    if (this.matrixAutoUpdate) this.updateMatrix();
    if (this.matrixWorldAutoUpdate === true) {
      if (this.parent === null) {
        this.matrixWorld.copy(this.matrix);
      } else {
        this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
      }
    }
    if (updateChildren === true) {
      const children = this.children;
      for (let i = 0, l = children.length; i < l; i++) {
        const child = children[i];
        child.updateWorldMatrix(false, true);
      }
    }
  }
  /**
   * Serializes the 3D object into JSON.
   *
   * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
   * @return {Object} A JSON object representing the serialized 3D object.
   * @see {@link ObjectLoader#parse}
   */
  toJSON(meta) {
    const isRootObject = meta === void 0 || typeof meta === "string";
    const output = {};
    if (isRootObject) {
      meta = {
        geometries: {},
        materials: {},
        textures: {},
        images: {},
        shapes: {},
        skeletons: {},
        animations: {},
        nodes: {}
      };
      output.metadata = {
        version: 4.7,
        type: "Object",
        generator: "Object3D.toJSON"
      };
    }
    const object = {};
    object.uuid = this.uuid;
    object.type = this.type;
    if (this.name !== "") object.name = this.name;
    if (this.castShadow === true) object.castShadow = true;
    if (this.receiveShadow === true) object.receiveShadow = true;
    if (this.visible === false) object.visible = false;
    if (this.frustumCulled === false) object.frustumCulled = false;
    if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;
    if (Object.keys(this.userData).length > 0) object.userData = this.userData;
    object.layers = this.layers.mask;
    object.matrix = this.matrix.toArray();
    object.up = this.up.toArray();
    if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false;
    if (this.isInstancedMesh) {
      object.type = "InstancedMesh";
      object.count = this.count;
      object.instanceMatrix = this.instanceMatrix.toJSON();
      if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON();
    }
    if (this.isBatchedMesh) {
      object.type = "BatchedMesh";
      object.perObjectFrustumCulled = this.perObjectFrustumCulled;
      object.sortObjects = this.sortObjects;
      object.drawRanges = this._drawRanges;
      object.reservedRanges = this._reservedRanges;
      object.geometryInfo = this._geometryInfo.map((info) => ({
        ...info,
        boundingBox: info.boundingBox ? info.boundingBox.toJSON() : void 0,
        boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : void 0
      }));
      object.instanceInfo = this._instanceInfo.map((info) => ({ ...info }));
      object.availableInstanceIds = this._availableInstanceIds.slice();
      object.availableGeometryIds = this._availableGeometryIds.slice();
      object.nextIndexStart = this._nextIndexStart;
      object.nextVertexStart = this._nextVertexStart;
      object.geometryCount = this._geometryCount;
      object.maxInstanceCount = this._maxInstanceCount;
      object.maxVertexCount = this._maxVertexCount;
      object.maxIndexCount = this._maxIndexCount;
      object.geometryInitialized = this._geometryInitialized;
      object.matricesTexture = this._matricesTexture.toJSON(meta);
      object.indirectTexture = this._indirectTexture.toJSON(meta);
      if (this._colorsTexture !== null) {
        object.colorsTexture = this._colorsTexture.toJSON(meta);
      }
      if (this.boundingSphere !== null) {
        object.boundingSphere = this.boundingSphere.toJSON();
      }
      if (this.boundingBox !== null) {
        object.boundingBox = this.boundingBox.toJSON();
      }
    }
    function serialize(library, element) {
      if (library[element.uuid] === void 0) {
        library[element.uuid] = element.toJSON(meta);
      }
      return element.uuid;
    }
    if (this.isScene) {
      if (this.background) {
        if (this.background.isColor) {
          object.background = this.background.toJSON();
        } else if (this.background.isTexture) {
          object.background = this.background.toJSON(meta).uuid;
        }
      }
      if (this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true) {
        object.environment = this.environment.toJSON(meta).uuid;
      }
    } else if (this.isMesh || this.isLine || this.isPoints) {
      object.geometry = serialize(meta.geometries, this.geometry);
      const parameters = this.geometry.parameters;
      if (parameters !== void 0 && parameters.shapes !== void 0) {
        const shapes = parameters.shapes;
        if (Array.isArray(shapes)) {
          for (let i = 0, l = shapes.length; i < l; i++) {
            const shape = shapes[i];
            serialize(meta.shapes, shape);
          }
        } else {
          serialize(meta.shapes, shapes);
        }
      }
    }
    if (this.isSkinnedMesh) {
      object.bindMode = this.bindMode;
      object.bindMatrix = this.bindMatrix.toArray();
      if (this.skeleton !== void 0) {
        serialize(meta.skeletons, this.skeleton);
        object.skeleton = this.skeleton.uuid;
      }
    }
    if (this.material !== void 0) {
      if (Array.isArray(this.material)) {
        const uuids = [];
        for (let i = 0, l = this.material.length; i < l; i++) {
          uuids.push(serialize(meta.materials, this.material[i]));
        }
        object.material = uuids;
      } else {
        object.material = serialize(meta.materials, this.material);
      }
    }
    if (this.children.length > 0) {
      object.children = [];
      for (let i = 0; i < this.children.length; i++) {
        object.children.push(this.children[i].toJSON(meta).object);
      }
    }
    if (this.animations.length > 0) {
      object.animations = [];
      for (let i = 0; i < this.animations.length; i++) {
        const animation = this.animations[i];
        object.animations.push(serialize(meta.animations, animation));
      }
    }
    if (isRootObject) {
      const geometries = extractFromCache(meta.geometries);
      const materials = extractFromCache(meta.materials);
      const textures = extractFromCache(meta.textures);
      const images = extractFromCache(meta.images);
      const shapes = extractFromCache(meta.shapes);
      const skeletons = extractFromCache(meta.skeletons);
      const animations = extractFromCache(meta.animations);
      const nodes = extractFromCache(meta.nodes);
      if (geometries.length > 0) output.geometries = geometries;
      if (materials.length > 0) output.materials = materials;
      if (textures.length > 0) output.textures = textures;
      if (images.length > 0) output.images = images;
      if (shapes.length > 0) output.shapes = shapes;
      if (skeletons.length > 0) output.skeletons = skeletons;
      if (animations.length > 0) output.animations = animations;
      if (nodes.length > 0) output.nodes = nodes;
    }
    output.object = object;
    return output;
    function extractFromCache(cache) {
      const values = [];
      for (const key in cache) {
        const data = cache[key];
        delete data.metadata;
        values.push(data);
      }
      return values;
    }
  }
  /**
   * Returns a new 3D object with copied values from this instance.
   *
   * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
   * @return {Object3D} A clone of this instance.
   */
  clone(recursive) {
    return new this.constructor().copy(this, recursive);
  }
  /**
   * Copies the values of the given 3D object to this instance.
   *
   * @param {Object3D} source - The 3D object to copy.
   * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
   * @return {Object3D} A reference to this instance.
   */
  copy(source, recursive = true) {
    this.name = source.name;
    this.up.copy(source.up);
    this.position.copy(source.position);
    this.rotation.order = source.rotation.order;
    this.quaternion.copy(source.quaternion);
    this.scale.copy(source.scale);
    this.matrix.copy(source.matrix);
    this.matrixWorld.copy(source.matrixWorld);
    this.matrixAutoUpdate = source.matrixAutoUpdate;
    this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
    this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
    this.layers.mask = source.layers.mask;
    this.visible = source.visible;
    this.castShadow = source.castShadow;
    this.receiveShadow = source.receiveShadow;
    this.frustumCulled = source.frustumCulled;
    this.renderOrder = source.renderOrder;
    this.animations = source.animations.slice();
    this.userData = JSON.parse(JSON.stringify(source.userData));
    if (recursive === true) {
      for (let i = 0; i < source.children.length; i++) {
        const child = source.children[i];
        this.add(child.clone());
      }
    }
    return this;
  }
};
Object3D.DEFAULT_UP = new Vector3(0, 1, 0);
Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
var _v0$1 = new Vector3();
var _v1$3 = new Vector3();
var _v2$2 = new Vector3();
var _v3$2 = new Vector3();
var _vab = new Vector3();
var _vac = new Vector3();
var _vbc = new Vector3();
var _vap = new Vector3();
var _vbp = new Vector3();
var _vcp = new Vector3();
var _v40 = new Vector4();
var _v41 = new Vector4();
var _v42 = new Vector4();
var Triangle = class _Triangle {
  /**
   * Constructs a new triangle.
   *
   * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
   * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
   * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
   */
  constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
    this.a = a;
    this.b = b;
    this.c = c;
  }
  /**
   * Computes the normal vector of a triangle.
   *
   * @param {Vector3} a - The first corner of the triangle.
   * @param {Vector3} b - The second corner of the triangle.
   * @param {Vector3} c - The third corner of the triangle.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The triangle's normal.
   */
  static getNormal(a, b, c, target) {
    target.subVectors(c, b);
    _v0$1.subVectors(a, b);
    target.cross(_v0$1);
    const targetLengthSq = target.lengthSq();
    if (targetLengthSq > 0) {
      return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
    }
    return target.set(0, 0, 0);
  }
  /**
   * Computes a barycentric coordinates from the given vector.
   * Returns `null` if the triangle is degenerate.
   *
   * @param {Vector3} point - A point in 3D space.
   * @param {Vector3} a - The first corner of the triangle.
   * @param {Vector3} b - The second corner of the triangle.
   * @param {Vector3} c - The third corner of the triangle.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The barycentric coordinates for the given point
   */
  static getBarycoord(point, a, b, c, target) {
    _v0$1.subVectors(c, a);
    _v1$3.subVectors(b, a);
    _v2$2.subVectors(point, a);
    const dot00 = _v0$1.dot(_v0$1);
    const dot01 = _v0$1.dot(_v1$3);
    const dot02 = _v0$1.dot(_v2$2);
    const dot11 = _v1$3.dot(_v1$3);
    const dot12 = _v1$3.dot(_v2$2);
    const denom = dot00 * dot11 - dot01 * dot01;
    if (denom === 0) {
      target.set(0, 0, 0);
      return null;
    }
    const invDenom = 1 / denom;
    const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
    const v = (dot00 * dot12 - dot01 * dot02) * invDenom;
    return target.set(1 - u - v, v, u);
  }
  /**
   * Returns `true` if the given point, when projected onto the plane of the
   * triangle, lies within the triangle.
   *
   * @param {Vector3} point - The point in 3D space to test.
   * @param {Vector3} a - The first corner of the triangle.
   * @param {Vector3} b - The second corner of the triangle.
   * @param {Vector3} c - The third corner of the triangle.
   * @return {boolean} Whether the given point, when projected onto the plane of the
   * triangle, lies within the triangle or not.
   */
  static containsPoint(point, a, b, c) {
    if (this.getBarycoord(point, a, b, c, _v3$2) === null) {
      return false;
    }
    return _v3$2.x >= 0 && _v3$2.y >= 0 && _v3$2.x + _v3$2.y <= 1;
  }
  /**
   * Computes the value barycentrically interpolated for the given point on the
   * triangle. Returns `null` if the triangle is degenerate.
   *
   * @param {Vector3} point - Position of interpolated point.
   * @param {Vector3} p1 - The first corner of the triangle.
   * @param {Vector3} p2 - The second corner of the triangle.
   * @param {Vector3} p3 - The third corner of the triangle.
   * @param {Vector3} v1 - Value to interpolate of first vertex.
   * @param {Vector3} v2 - Value to interpolate of second vertex.
   * @param {Vector3} v3 - Value to interpolate of third vertex.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The interpolated value.
   */
  static getInterpolation(point, p1, p2, p3, v1, v2, v3, target) {
    if (this.getBarycoord(point, p1, p2, p3, _v3$2) === null) {
      target.x = 0;
      target.y = 0;
      if ("z" in target) target.z = 0;
      if ("w" in target) target.w = 0;
      return null;
    }
    target.setScalar(0);
    target.addScaledVector(v1, _v3$2.x);
    target.addScaledVector(v2, _v3$2.y);
    target.addScaledVector(v3, _v3$2.z);
    return target;
  }
  /**
   * Computes the value barycentrically interpolated for the given attribute and indices.
   *
   * @param {BufferAttribute} attr - The attribute to interpolate.
   * @param {number} i1 - Index of first vertex.
   * @param {number} i2 - Index of second vertex.
   * @param {number} i3 - Index of third vertex.
   * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The interpolated attribute value.
   */
  static getInterpolatedAttribute(attr, i1, i2, i3, barycoord, target) {
    _v40.setScalar(0);
    _v41.setScalar(0);
    _v42.setScalar(0);
    _v40.fromBufferAttribute(attr, i1);
    _v41.fromBufferAttribute(attr, i2);
    _v42.fromBufferAttribute(attr, i3);
    target.setScalar(0);
    target.addScaledVector(_v40, barycoord.x);
    target.addScaledVector(_v41, barycoord.y);
    target.addScaledVector(_v42, barycoord.z);
    return target;
  }
  /**
   * Returns `true` if the triangle is oriented towards the given direction.
   *
   * @param {Vector3} a - The first corner of the triangle.
   * @param {Vector3} b - The second corner of the triangle.
   * @param {Vector3} c - The third corner of the triangle.
   * @param {Vector3} direction - The (normalized) direction vector.
   * @return {boolean} Whether the triangle is oriented towards the given direction or not.
   */
  static isFrontFacing(a, b, c, direction) {
    _v0$1.subVectors(c, b);
    _v1$3.subVectors(a, b);
    return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
  }
  /**
   * Sets the triangle's vertices by copying the given values.
   *
   * @param {Vector3} a - The first corner of the triangle.
   * @param {Vector3} b - The second corner of the triangle.
   * @param {Vector3} c - The third corner of the triangle.
   * @return {Triangle} A reference to this triangle.
   */
  set(a, b, c) {
    this.a.copy(a);
    this.b.copy(b);
    this.c.copy(c);
    return this;
  }
  /**
   * Sets the triangle's vertices by copying the given array values.
   *
   * @param {Array<Vector3>} points - An array with 3D points.
   * @param {number} i0 - The array index representing the first corner of the triangle.
   * @param {number} i1 - The array index representing the second corner of the triangle.
   * @param {number} i2 - The array index representing the third corner of the triangle.
   * @return {Triangle} A reference to this triangle.
   */
  setFromPointsAndIndices(points, i0, i1, i2) {
    this.a.copy(points[i0]);
    this.b.copy(points[i1]);
    this.c.copy(points[i2]);
    return this;
  }
  /**
   * Sets the triangle's vertices by copying the given attribute values.
   *
   * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
   * @param {number} i0 - The attribute index representing the first corner of the triangle.
   * @param {number} i1 - The attribute index representing the second corner of the triangle.
   * @param {number} i2 - The attribute index representing the third corner of the triangle.
   * @return {Triangle} A reference to this triangle.
   */
  setFromAttributeAndIndices(attribute, i0, i1, i2) {
    this.a.fromBufferAttribute(attribute, i0);
    this.b.fromBufferAttribute(attribute, i1);
    this.c.fromBufferAttribute(attribute, i2);
    return this;
  }
  /**
   * Returns a new triangle with copied values from this instance.
   *
   * @return {Triangle} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Copies the values of the given triangle to this instance.
   *
   * @param {Triangle} triangle - The triangle to copy.
   * @return {Triangle} A reference to this triangle.
   */
  copy(triangle) {
    this.a.copy(triangle.a);
    this.b.copy(triangle.b);
    this.c.copy(triangle.c);
    return this;
  }
  /**
   * Computes the area of the triangle.
   *
   * @return {number} The triangle's area.
   */
  getArea() {
    _v0$1.subVectors(this.c, this.b);
    _v1$3.subVectors(this.a, this.b);
    return _v0$1.cross(_v1$3).length() * 0.5;
  }
  /**
   * Computes the midpoint of the triangle.
   *
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The triangle's midpoint.
   */
  getMidpoint(target) {
    return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
  }
  /**
   * Computes the normal of the triangle.
   *
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The triangle's normal.
   */
  getNormal(target) {
    return _Triangle.getNormal(this.a, this.b, this.c, target);
  }
  /**
   * Computes a plane the triangle lies within.
   *
   * @param {Plane} target - The target vector that is used to store the method's result.
   * @return {Plane} The plane the triangle lies within.
   */
  getPlane(target) {
    return target.setFromCoplanarPoints(this.a, this.b, this.c);
  }
  /**
   * Computes a barycentric coordinates from the given vector.
   * Returns `null` if the triangle is degenerate.
   *
   * @param {Vector3} point - A point in 3D space.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The barycentric coordinates for the given point
   */
  getBarycoord(point, target) {
    return _Triangle.getBarycoord(point, this.a, this.b, this.c, target);
  }
  /**
   * Computes the value barycentrically interpolated for the given point on the
   * triangle. Returns `null` if the triangle is degenerate.
   *
   * @param {Vector3} point - Position of interpolated point.
   * @param {Vector3} v1 - Value to interpolate of first vertex.
   * @param {Vector3} v2 - Value to interpolate of second vertex.
   * @param {Vector3} v3 - Value to interpolate of third vertex.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The interpolated value.
   */
  getInterpolation(point, v1, v2, v3, target) {
    return _Triangle.getInterpolation(point, this.a, this.b, this.c, v1, v2, v3, target);
  }
  /**
   * Returns `true` if the given point, when projected onto the plane of the
   * triangle, lies within the triangle.
   *
   * @param {Vector3} point - The point in 3D space to test.
   * @return {boolean} Whether the given point, when projected onto the plane of the
   * triangle, lies within the triangle or not.
   */
  containsPoint(point) {
    return _Triangle.containsPoint(point, this.a, this.b, this.c);
  }
  /**
   * Returns `true` if the triangle is oriented towards the given direction.
   *
   * @param {Vector3} direction - The (normalized) direction vector.
   * @return {boolean} Whether the triangle is oriented towards the given direction or not.
   */
  isFrontFacing(direction) {
    return _Triangle.isFrontFacing(this.a, this.b, this.c, direction);
  }
  /**
   * Returns `true` if this triangle intersects with the given box.
   *
   * @param {Box3} box - The box to intersect.
   * @return {boolean} Whether this triangle intersects with the given box or not.
   */
  intersectsBox(box) {
    return box.intersectsTriangle(this);
  }
  /**
   * Returns the closest point on the triangle to the given point.
   *
   * @param {Vector3} p - The point to compute the closest point for.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The closest point on the triangle.
   */
  closestPointToPoint(p, target) {
    const a = this.a, b = this.b, c = this.c;
    let v, w;
    _vab.subVectors(b, a);
    _vac.subVectors(c, a);
    _vap.subVectors(p, a);
    const d1 = _vab.dot(_vap);
    const d2 = _vac.dot(_vap);
    if (d1 <= 0 && d2 <= 0) {
      return target.copy(a);
    }
    _vbp.subVectors(p, b);
    const d3 = _vab.dot(_vbp);
    const d4 = _vac.dot(_vbp);
    if (d3 >= 0 && d4 <= d3) {
      return target.copy(b);
    }
    const vc = d1 * d4 - d3 * d2;
    if (vc <= 0 && d1 >= 0 && d3 <= 0) {
      v = d1 / (d1 - d3);
      return target.copy(a).addScaledVector(_vab, v);
    }
    _vcp.subVectors(p, c);
    const d5 = _vab.dot(_vcp);
    const d6 = _vac.dot(_vcp);
    if (d6 >= 0 && d5 <= d6) {
      return target.copy(c);
    }
    const vb = d5 * d2 - d1 * d6;
    if (vb <= 0 && d2 >= 0 && d6 <= 0) {
      w = d2 / (d2 - d6);
      return target.copy(a).addScaledVector(_vac, w);
    }
    const va = d3 * d6 - d5 * d4;
    if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
      _vbc.subVectors(c, b);
      w = (d4 - d3) / (d4 - d3 + (d5 - d6));
      return target.copy(b).addScaledVector(_vbc, w);
    }
    const denom = 1 / (va + vb + vc);
    v = vb * denom;
    w = vc * denom;
    return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
  }
  /**
   * Returns `true` if this triangle is equal with the given one.
   *
   * @param {Triangle} triangle - The triangle to test for equality.
   * @return {boolean} Whether this triangle is equal with the given one.
   */
  equals(triangle) {
    return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
  }
};
var _colorKeywords = {
  "aliceblue": 15792383,
  "antiquewhite": 16444375,
  "aqua": 65535,
  "aquamarine": 8388564,
  "azure": 15794175,
  "beige": 16119260,
  "bisque": 16770244,
  "black": 0,
  "blanchedalmond": 16772045,
  "blue": 255,
  "blueviolet": 9055202,
  "brown": 10824234,
  "burlywood": 14596231,
  "cadetblue": 6266528,
  "chartreuse": 8388352,
  "chocolate": 13789470,
  "coral": 16744272,
  "cornflowerblue": 6591981,
  "cornsilk": 16775388,
  "crimson": 14423100,
  "cyan": 65535,
  "darkblue": 139,
  "darkcyan": 35723,
  "darkgoldenrod": 12092939,
  "darkgray": 11119017,
  "darkgreen": 25600,
  "darkgrey": 11119017,
  "darkkhaki": 12433259,
  "darkmagenta": 9109643,
  "darkolivegreen": 5597999,
  "darkorange": 16747520,
  "darkorchid": 10040012,
  "darkred": 9109504,
  "darksalmon": 15308410,
  "darkseagreen": 9419919,
  "darkslateblue": 4734347,
  "darkslategray": 3100495,
  "darkslategrey": 3100495,
  "darkturquoise": 52945,
  "darkviolet": 9699539,
  "deeppink": 16716947,
  "deepskyblue": 49151,
  "dimgray": 6908265,
  "dimgrey": 6908265,
  "dodgerblue": 2003199,
  "firebrick": 11674146,
  "floralwhite": 16775920,
  "forestgreen": 2263842,
  "fuchsia": 16711935,
  "gainsboro": 14474460,
  "ghostwhite": 16316671,
  "gold": 16766720,
  "goldenrod": 14329120,
  "gray": 8421504,
  "green": 32768,
  "greenyellow": 11403055,
  "grey": 8421504,
  "honeydew": 15794160,
  "hotpink": 16738740,
  "indianred": 13458524,
  "indigo": 4915330,
  "ivory": 16777200,
  "khaki": 15787660,
  "lavender": 15132410,
  "lavenderblush": 16773365,
  "lawngreen": 8190976,
  "lemonchiffon": 16775885,
  "lightblue": 11393254,
  "lightcoral": 15761536,
  "lightcyan": 14745599,
  "lightgoldenrodyellow": 16448210,
  "lightgray": 13882323,
  "lightgreen": 9498256,
  "lightgrey": 13882323,
  "lightpink": 16758465,
  "lightsalmon": 16752762,
  "lightseagreen": 2142890,
  "lightskyblue": 8900346,
  "lightslategray": 7833753,
  "lightslategrey": 7833753,
  "lightsteelblue": 11584734,
  "lightyellow": 16777184,
  "lime": 65280,
  "limegreen": 3329330,
  "linen": 16445670,
  "magenta": 16711935,
  "maroon": 8388608,
  "mediumaquamarine": 6737322,
  "mediumblue": 205,
  "mediumorchid": 12211667,
  "mediumpurple": 9662683,
  "mediumseagreen": 3978097,
  "mediumslateblue": 8087790,
  "mediumspringgreen": 64154,
  "mediumturquoise": 4772300,
  "mediumvioletred": 13047173,
  "midnightblue": 1644912,
  "mintcream": 16121850,
  "mistyrose": 16770273,
  "moccasin": 16770229,
  "navajowhite": 16768685,
  "navy": 128,
  "oldlace": 16643558,
  "olive": 8421376,
  "olivedrab": 7048739,
  "orange": 16753920,
  "orangered": 16729344,
  "orchid": 14315734,
  "palegoldenrod": 15657130,
  "palegreen": 10025880,
  "paleturquoise": 11529966,
  "palevioletred": 14381203,
  "papayawhip": 16773077,
  "peachpuff": 16767673,
  "peru": 13468991,
  "pink": 16761035,
  "plum": 14524637,
  "powderblue": 11591910,
  "purple": 8388736,
  "rebeccapurple": 6697881,
  "red": 16711680,
  "rosybrown": 12357519,
  "royalblue": 4286945,
  "saddlebrown": 9127187,
  "salmon": 16416882,
  "sandybrown": 16032864,
  "seagreen": 3050327,
  "seashell": 16774638,
  "sienna": 10506797,
  "silver": 12632256,
  "skyblue": 8900331,
  "slateblue": 6970061,
  "slategray": 7372944,
  "slategrey": 7372944,
  "snow": 16775930,
  "springgreen": 65407,
  "steelblue": 4620980,
  "tan": 13808780,
  "teal": 32896,
  "thistle": 14204888,
  "tomato": 16737095,
  "turquoise": 4251856,
  "violet": 15631086,
  "wheat": 16113331,
  "white": 16777215,
  "whitesmoke": 16119285,
  "yellow": 16776960,
  "yellowgreen": 10145074
};
var _hslA = { h: 0, s: 0, l: 0 };
var _hslB = { h: 0, s: 0, l: 0 };
function hue2rgb(p, q, t) {
  if (t < 0) t += 1;
  if (t > 1) t -= 1;
  if (t < 1 / 6) return p + (q - p) * 6 * t;
  if (t < 1 / 2) return q;
  if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);
  return p;
}
var Color = class {
  /**
   * Constructs a new color.
   *
   * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
   * and that method is used throughout the rest of the documentation.
   *
   * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
   * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
   * @param {number} [g] - The green component.
   * @param {number} [b] - The blue component.
   */
  constructor(r, g, b) {
    this.isColor = true;
    this.r = 1;
    this.g = 1;
    this.b = 1;
    return this.set(r, g, b);
  }
  /**
   * Sets the colors's components from the given values.
   *
   * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
   * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
   * @param {number} [g] - The green component.
   * @param {number} [b] - The blue component.
   * @return {Color} A reference to this color.
   */
  set(r, g, b) {
    if (g === void 0 && b === void 0) {
      const value = r;
      if (value && value.isColor) {
        this.copy(value);
      } else if (typeof value === "number") {
        this.setHex(value);
      } else if (typeof value === "string") {
        this.setStyle(value);
      }
    } else {
      this.setRGB(r, g, b);
    }
    return this;
  }
  /**
   * Sets the colors's components to the given scalar value.
   *
   * @param {number} scalar - The scalar value.
   * @return {Color} A reference to this color.
   */
  setScalar(scalar) {
    this.r = scalar;
    this.g = scalar;
    this.b = scalar;
    return this;
  }
  /**
   * Sets this color from a hexadecimal value.
   *
   * @param {number} hex - The hexadecimal value.
   * @param {string} [colorSpace=SRGBColorSpace] - The color space.
   * @return {Color} A reference to this color.
   */
  setHex(hex, colorSpace = SRGBColorSpace) {
    hex = Math.floor(hex);
    this.r = (hex >> 16 & 255) / 255;
    this.g = (hex >> 8 & 255) / 255;
    this.b = (hex & 255) / 255;
    ColorManagement.colorSpaceToWorking(this, colorSpace);
    return this;
  }
  /**
   * Sets this color from RGB values.
   *
   * @param {number} r - Red channel value between `0.0` and `1.0`.
   * @param {number} g - Green channel value between `0.0` and `1.0`.
   * @param {number} b - Blue channel value between `0.0` and `1.0`.
   * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
   * @return {Color} A reference to this color.
   */
  setRGB(r, g, b, colorSpace = ColorManagement.workingColorSpace) {
    this.r = r;
    this.g = g;
    this.b = b;
    ColorManagement.colorSpaceToWorking(this, colorSpace);
    return this;
  }
  /**
   * Sets this color from RGB values.
   *
   * @param {number} h - Hue value between `0.0` and `1.0`.
   * @param {number} s - Saturation value between `0.0` and `1.0`.
   * @param {number} l - Lightness value between `0.0` and `1.0`.
   * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
   * @return {Color} A reference to this color.
   */
  setHSL(h, s, l, colorSpace = ColorManagement.workingColorSpace) {
    h = euclideanModulo(h, 1);
    s = clamp(s, 0, 1);
    l = clamp(l, 0, 1);
    if (s === 0) {
      this.r = this.g = this.b = l;
    } else {
      const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
      const q = 2 * l - p;
      this.r = hue2rgb(q, p, h + 1 / 3);
      this.g = hue2rgb(q, p, h);
      this.b = hue2rgb(q, p, h - 1 / 3);
    }
    ColorManagement.colorSpaceToWorking(this, colorSpace);
    return this;
  }
  /**
   * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
   * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
   * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
   * all 140 color names are supported).
   *
   * @param {string} style - Color as a CSS-style string.
   * @param {string} [colorSpace=SRGBColorSpace] - The color space.
   * @return {Color} A reference to this color.
   */
  setStyle(style, colorSpace = SRGBColorSpace) {
    function handleAlpha(string) {
      if (string === void 0) return;
      if (parseFloat(string) < 1) {
        warn("Color: Alpha component of " + style + " will be ignored.");
      }
    }
    let m;
    if (m = /^(\w+)\(([^\)]*)\)/.exec(style)) {
      let color;
      const name = m[1];
      const components = m[2];
      switch (name) {
        case "rgb":
        case "rgba":
          if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
            handleAlpha(color[4]);
            return this.setRGB(
              Math.min(255, parseInt(color[1], 10)) / 255,
              Math.min(255, parseInt(color[2], 10)) / 255,
              Math.min(255, parseInt(color[3], 10)) / 255,
              colorSpace
            );
          }
          if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
            handleAlpha(color[4]);
            return this.setRGB(
              Math.min(100, parseInt(color[1], 10)) / 100,
              Math.min(100, parseInt(color[2], 10)) / 100,
              Math.min(100, parseInt(color[3], 10)) / 100,
              colorSpace
            );
          }
          break;
        case "hsl":
        case "hsla":
          if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
            handleAlpha(color[4]);
            return this.setHSL(
              parseFloat(color[1]) / 360,
              parseFloat(color[2]) / 100,
              parseFloat(color[3]) / 100,
              colorSpace
            );
          }
          break;
        default:
          warn("Color: Unknown color model " + style);
      }
    } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
      const hex = m[1];
      const size = hex.length;
      if (size === 3) {
        return this.setRGB(
          parseInt(hex.charAt(0), 16) / 15,
          parseInt(hex.charAt(1), 16) / 15,
          parseInt(hex.charAt(2), 16) / 15,
          colorSpace
        );
      } else if (size === 6) {
        return this.setHex(parseInt(hex, 16), colorSpace);
      } else {
        warn("Color: Invalid hex color " + style);
      }
    } else if (style && style.length > 0) {
      return this.setColorName(style, colorSpace);
    }
    return this;
  }
  /**
   * Sets this color from a color name. Faster than {@link Color#setStyle} if
   * you don't need the other CSS-style formats.
   *
   * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
   * ```js
   * Color.NAMES.aliceblue // returns 0xF0F8FF
   * ```
   *
   * @param {string} style - The color name.
   * @param {string} [colorSpace=SRGBColorSpace] - The color space.
   * @return {Color} A reference to this color.
   */
  setColorName(style, colorSpace = SRGBColorSpace) {
    const hex = _colorKeywords[style.toLowerCase()];
    if (hex !== void 0) {
      this.setHex(hex, colorSpace);
    } else {
      warn("Color: Unknown color " + style);
    }
    return this;
  }
  /**
   * Returns a new color with copied values from this instance.
   *
   * @return {Color} A clone of this instance.
   */
  clone() {
    return new this.constructor(this.r, this.g, this.b);
  }
  /**
   * Copies the values of the given color to this instance.
   *
   * @param {Color} color - The color to copy.
   * @return {Color} A reference to this color.
   */
  copy(color) {
    this.r = color.r;
    this.g = color.g;
    this.b = color.b;
    return this;
  }
  /**
   * Copies the given color into this color, and then converts this color from
   * `SRGBColorSpace` to `LinearSRGBColorSpace`.
   *
   * @param {Color} color - The color to copy/convert.
   * @return {Color} A reference to this color.
   */
  copySRGBToLinear(color) {
    this.r = SRGBToLinear(color.r);
    this.g = SRGBToLinear(color.g);
    this.b = SRGBToLinear(color.b);
    return this;
  }
  /**
   * Copies the given color into this color, and then converts this color from
   * `LinearSRGBColorSpace` to `SRGBColorSpace`.
   *
   * @param {Color} color - The color to copy/convert.
   * @return {Color} A reference to this color.
   */
  copyLinearToSRGB(color) {
    this.r = LinearToSRGB(color.r);
    this.g = LinearToSRGB(color.g);
    this.b = LinearToSRGB(color.b);
    return this;
  }
  /**
   * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
   *
   * @return {Color} A reference to this color.
   */
  convertSRGBToLinear() {
    this.copySRGBToLinear(this);
    return this;
  }
  /**
   * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
   *
   * @return {Color} A reference to this color.
   */
  convertLinearToSRGB() {
    this.copyLinearToSRGB(this);
    return this;
  }
  /**
   * Returns the hexadecimal value of this color.
   *
   * @param {string} [colorSpace=SRGBColorSpace] - The color space.
   * @return {number} The hexadecimal value.
   */
  getHex(colorSpace = SRGBColorSpace) {
    ColorManagement.workingToColorSpace(_color.copy(this), colorSpace);
    return Math.round(clamp(_color.r * 255, 0, 255)) * 65536 + Math.round(clamp(_color.g * 255, 0, 255)) * 256 + Math.round(clamp(_color.b * 255, 0, 255));
  }
  /**
   * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
   *
   * @param {string} [colorSpace=SRGBColorSpace] - The color space.
   * @return {string} The hexadecimal value as a string.
   */
  getHexString(colorSpace = SRGBColorSpace) {
    return ("000000" + this.getHex(colorSpace).toString(16)).slice(-6);
  }
  /**
   * Converts the colors RGB values into the HSL format and stores them into the
   * given target object.
   *
   * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
   * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
   * @return {{h:number,s:number,l:number}} The HSL representation of this color.
   */
  getHSL(target, colorSpace = ColorManagement.workingColorSpace) {
    ColorManagement.workingToColorSpace(_color.copy(this), colorSpace);
    const r = _color.r, g = _color.g, b = _color.b;
    const max = Math.max(r, g, b);
    const min = Math.min(r, g, b);
    let hue, saturation;
    const lightness = (min + max) / 2;
    if (min === max) {
      hue = 0;
      saturation = 0;
    } else {
      const delta = max - min;
      saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
      switch (max) {
        case r:
          hue = (g - b) / delta + (g < b ? 6 : 0);
          break;
        case g:
          hue = (b - r) / delta + 2;
          break;
        case b:
          hue = (r - g) / delta + 4;
          break;
      }
      hue /= 6;
    }
    target.h = hue;
    target.s = saturation;
    target.l = lightness;
    return target;
  }
  /**
   * Returns the RGB values of this color and stores them into the given target object.
   *
   * @param {Color} target - The target color that is used to store the method's result.
   * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
   * @return {Color} The RGB representation of this color.
   */
  getRGB(target, colorSpace = ColorManagement.workingColorSpace) {
    ColorManagement.workingToColorSpace(_color.copy(this), colorSpace);
    target.r = _color.r;
    target.g = _color.g;
    target.b = _color.b;
    return target;
  }
  /**
   * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
   *
   * @param {string} [colorSpace=SRGBColorSpace] - The color space.
   * @return {string} The CSS representation of this color.
   */
  getStyle(colorSpace = SRGBColorSpace) {
    ColorManagement.workingToColorSpace(_color.copy(this), colorSpace);
    const r = _color.r, g = _color.g, b = _color.b;
    if (colorSpace !== SRGBColorSpace) {
      return `color(${colorSpace} ${r.toFixed(3)} ${g.toFixed(3)} ${b.toFixed(3)})`;
    }
    return `rgb(${Math.round(r * 255)},${Math.round(g * 255)},${Math.round(b * 255)})`;
  }
  /**
   * Adds the given HSL values to this color's values.
   * Internally, this converts the color's RGB values to HSL, adds HSL
   * and then converts the color back to RGB.
   *
   * @param {number} h - Hue value between `0.0` and `1.0`.
   * @param {number} s - Saturation value between `0.0` and `1.0`.
   * @param {number} l - Lightness value between `0.0` and `1.0`.
   * @return {Color} A reference to this color.
   */
  offsetHSL(h, s, l) {
    this.getHSL(_hslA);
    return this.setHSL(_hslA.h + h, _hslA.s + s, _hslA.l + l);
  }
  /**
   * Adds the RGB values of the given color to the RGB values of this color.
   *
   * @param {Color} color - The color to add.
   * @return {Color} A reference to this color.
   */
  add(color) {
    this.r += color.r;
    this.g += color.g;
    this.b += color.b;
    return this;
  }
  /**
   * Adds the RGB values of the given colors and stores the result in this instance.
   *
   * @param {Color} color1 - The first color.
   * @param {Color} color2 - The second color.
   * @return {Color} A reference to this color.
   */
  addColors(color1, color2) {
    this.r = color1.r + color2.r;
    this.g = color1.g + color2.g;
    this.b = color1.b + color2.b;
    return this;
  }
  /**
   * Adds the given scalar value to the RGB values of this color.
   *
   * @param {number} s - The scalar to add.
   * @return {Color} A reference to this color.
   */
  addScalar(s) {
    this.r += s;
    this.g += s;
    this.b += s;
    return this;
  }
  /**
   * Subtracts the RGB values of the given color from the RGB values of this color.
   *
   * @param {Color} color - The color to subtract.
   * @return {Color} A reference to this color.
   */
  sub(color) {
    this.r = Math.max(0, this.r - color.r);
    this.g = Math.max(0, this.g - color.g);
    this.b = Math.max(0, this.b - color.b);
    return this;
  }
  /**
   * Multiplies the RGB values of the given color with the RGB values of this color.
   *
   * @param {Color} color - The color to multiply.
   * @return {Color} A reference to this color.
   */
  multiply(color) {
    this.r *= color.r;
    this.g *= color.g;
    this.b *= color.b;
    return this;
  }
  /**
   * Multiplies the given scalar value with the RGB values of this color.
   *
   * @param {number} s - The scalar to multiply.
   * @return {Color} A reference to this color.
   */
  multiplyScalar(s) {
    this.r *= s;
    this.g *= s;
    this.b *= s;
    return this;
  }
  /**
   * Linearly interpolates this color's RGB values toward the RGB values of the
   * given color. The alpha argument can be thought of as the ratio between
   * the two colors, where `0.0` is this color and `1.0` is the first argument.
   *
   * @param {Color} color - The color to converge on.
   * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
   * @return {Color} A reference to this color.
   */
  lerp(color, alpha) {
    this.r += (color.r - this.r) * alpha;
    this.g += (color.g - this.g) * alpha;
    this.b += (color.b - this.b) * alpha;
    return this;
  }
  /**
   * Linearly interpolates between the given colors and stores the result in this instance.
   * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
   * is the first and `1.0` is the second color.
   *
   * @param {Color} color1 - The first color.
   * @param {Color} color2 - The second color.
   * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
   * @return {Color} A reference to this color.
   */
  lerpColors(color1, color2, alpha) {
    this.r = color1.r + (color2.r - color1.r) * alpha;
    this.g = color1.g + (color2.g - color1.g) * alpha;
    this.b = color1.b + (color2.b - color1.b) * alpha;
    return this;
  }
  /**
   * Linearly interpolates this color's HSL values toward the HSL values of the
   * given color. It differs from {@link Color#lerp} by not interpolating straight
   * from one color to the other, but instead going through all the hues in between
   * those two colors. The alpha argument can be thought of as the ratio between
   * the two colors, where 0.0 is this color and 1.0 is the first argument.
   *
   * @param {Color} color - The color to converge on.
   * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
   * @return {Color} A reference to this color.
   */
  lerpHSL(color, alpha) {
    this.getHSL(_hslA);
    color.getHSL(_hslB);
    const h = lerp(_hslA.h, _hslB.h, alpha);
    const s = lerp(_hslA.s, _hslB.s, alpha);
    const l = lerp(_hslA.l, _hslB.l, alpha);
    this.setHSL(h, s, l);
    return this;
  }
  /**
   * Sets the color's RGB components from the given 3D vector.
   *
   * @param {Vector3} v - The vector to set.
   * @return {Color} A reference to this color.
   */
  setFromVector3(v) {
    this.r = v.x;
    this.g = v.y;
    this.b = v.z;
    return this;
  }
  /**
   * Transforms this color with the given 3x3 matrix.
   *
   * @param {Matrix3} m - The matrix.
   * @return {Color} A reference to this color.
   */
  applyMatrix3(m) {
    const r = this.r, g = this.g, b = this.b;
    const e = m.elements;
    this.r = e[0] * r + e[3] * g + e[6] * b;
    this.g = e[1] * r + e[4] * g + e[7] * b;
    this.b = e[2] * r + e[5] * g + e[8] * b;
    return this;
  }
  /**
   * Returns `true` if this color is equal with the given one.
   *
   * @param {Color} c - The color to test for equality.
   * @return {boolean} Whether this bounding color is equal with the given one.
   */
  equals(c) {
    return c.r === this.r && c.g === this.g && c.b === this.b;
  }
  /**
   * Sets this color's RGB components from the given array.
   *
   * @param {Array<number>} array - An array holding the RGB values.
   * @param {number} [offset=0] - The offset into the array.
   * @return {Color} A reference to this color.
   */
  fromArray(array, offset = 0) {
    this.r = array[offset];
    this.g = array[offset + 1];
    this.b = array[offset + 2];
    return this;
  }
  /**
   * Writes the RGB components of this color to the given array. If no array is provided,
   * the method returns a new instance.
   *
   * @param {Array<number>} [array=[]] - The target array holding the color components.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Array<number>} The color components.
   */
  toArray(array = [], offset = 0) {
    array[offset] = this.r;
    array[offset + 1] = this.g;
    array[offset + 2] = this.b;
    return array;
  }
  /**
   * Sets the components of this color from the given buffer attribute.
   *
   * @param {BufferAttribute} attribute - The buffer attribute holding color data.
   * @param {number} index - The index into the attribute.
   * @return {Color} A reference to this color.
   */
  fromBufferAttribute(attribute, index) {
    this.r = attribute.getX(index);
    this.g = attribute.getY(index);
    this.b = attribute.getZ(index);
    return this;
  }
  /**
   * This methods defines the serialization result of this class. Returns the color
   * as a hexadecimal value.
   *
   * @return {number} The hexadecimal value.
   */
  toJSON() {
    return this.getHex();
  }
  *[Symbol.iterator]() {
    yield this.r;
    yield this.g;
    yield this.b;
  }
};
var _color = new Color();
Color.NAMES = _colorKeywords;
var _materialId = 0;
var Material = class extends EventDispatcher {
  /**
   * Constructs a new material.
   */
  constructor() {
    super();
    this.isMaterial = true;
    Object.defineProperty(this, "id", { value: _materialId++ });
    this.uuid = generateUUID();
    this.name = "";
    this.type = "Material";
    this.blending = NormalBlending;
    this.side = FrontSide;
    this.vertexColors = false;
    this.opacity = 1;
    this.transparent = false;
    this.alphaHash = false;
    this.blendSrc = SrcAlphaFactor;
    this.blendDst = OneMinusSrcAlphaFactor;
    this.blendEquation = AddEquation;
    this.blendSrcAlpha = null;
    this.blendDstAlpha = null;
    this.blendEquationAlpha = null;
    this.blendColor = new Color(0, 0, 0);
    this.blendAlpha = 0;
    this.depthFunc = LessEqualDepth;
    this.depthTest = true;
    this.depthWrite = true;
    this.stencilWriteMask = 255;
    this.stencilFunc = AlwaysStencilFunc;
    this.stencilRef = 0;
    this.stencilFuncMask = 255;
    this.stencilFail = KeepStencilOp;
    this.stencilZFail = KeepStencilOp;
    this.stencilZPass = KeepStencilOp;
    this.stencilWrite = false;
    this.clippingPlanes = null;
    this.clipIntersection = false;
    this.clipShadows = false;
    this.shadowSide = null;
    this.colorWrite = true;
    this.precision = null;
    this.polygonOffset = false;
    this.polygonOffsetFactor = 0;
    this.polygonOffsetUnits = 0;
    this.dithering = false;
    this.alphaToCoverage = false;
    this.premultipliedAlpha = false;
    this.forceSinglePass = false;
    this.allowOverride = true;
    this.visible = true;
    this.toneMapped = true;
    this.userData = {};
    this.version = 0;
    this._alphaTest = 0;
  }
  /**
   * Sets the alpha value to be used when running an alpha test. The material
   * will not be rendered if the opacity is lower than this value.
   *
   * @type {number}
   * @readonly
   * @default 0
   */
  get alphaTest() {
    return this._alphaTest;
  }
  set alphaTest(value) {
    if (this._alphaTest > 0 !== value > 0) {
      this.version++;
    }
    this._alphaTest = value;
  }
  /**
   * An optional callback that is executed immediately before the material is used to render a 3D object.
   *
   * This method can only be used when rendering with {@link WebGLRenderer}.
   *
   * @param {WebGLRenderer} renderer - The renderer.
   * @param {Scene} scene - The scene.
   * @param {Camera} camera - The camera that is used to render the scene.
   * @param {BufferGeometry} geometry - The 3D object's geometry.
   * @param {Object3D} object - The 3D object.
   * @param {Object} group - The geometry group data.
   */
  onBeforeRender() {
  }
  /**
   * An optional callback that is executed immediately before the shader
   * program is compiled. This function is called with the shader source code
   * as a parameter. Useful for the modification of built-in materials.
   *
   * This method can only be used when rendering with {@link WebGLRenderer}. The
   * recommended approach when customizing materials is to use `WebGPURenderer` with the new
   * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
   *
   * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
   * @param {WebGLRenderer} renderer - A reference to the renderer.
   */
  onBeforeCompile() {
  }
  /**
   * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
   * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
   * shader or recompile the shader for this material as needed.
   *
   * This method can only be used when rendering with {@link WebGLRenderer}.
   *
   * @return {string} The custom program cache key.
   */
  customProgramCacheKey() {
    return this.onBeforeCompile.toString();
  }
  /**
   * This method can be used to set default values from parameter objects.
   * It is a generic implementation so it can be used with different types
   * of materials.
   *
   * @param {Object} [values] - The material values to set.
   */
  setValues(values) {
    if (values === void 0) return;
    for (const key in values) {
      const newValue = values[key];
      if (newValue === void 0) {
        warn(`Material: parameter '${key}' has value of undefined.`);
        continue;
      }
      const currentValue = this[key];
      if (currentValue === void 0) {
        warn(`Material: '${key}' is not a property of THREE.${this.type}.`);
        continue;
      }
      if (currentValue && currentValue.isColor) {
        currentValue.set(newValue);
      } else if (currentValue && currentValue.isVector3 && (newValue && newValue.isVector3)) {
        currentValue.copy(newValue);
      } else {
        this[key] = newValue;
      }
    }
  }
  /**
   * Serializes the material into JSON.
   *
   * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
   * @return {Object} A JSON object representing the serialized material.
   * @see {@link ObjectLoader#parse}
   */
  toJSON(meta) {
    const isRootObject = meta === void 0 || typeof meta === "string";
    if (isRootObject) {
      meta = {
        textures: {},
        images: {}
      };
    }
    const data = {
      metadata: {
        version: 4.7,
        type: "Material",
        generator: "Material.toJSON"
      }
    };
    data.uuid = this.uuid;
    data.type = this.type;
    if (this.name !== "") data.name = this.name;
    if (this.color && this.color.isColor) data.color = this.color.getHex();
    if (this.roughness !== void 0) data.roughness = this.roughness;
    if (this.metalness !== void 0) data.metalness = this.metalness;
    if (this.sheen !== void 0) data.sheen = this.sheen;
    if (this.sheenColor && this.sheenColor.isColor) data.sheenColor = this.sheenColor.getHex();
    if (this.sheenRoughness !== void 0) data.sheenRoughness = this.sheenRoughness;
    if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
    if (this.emissiveIntensity !== void 0 && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
    if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
    if (this.specularIntensity !== void 0) data.specularIntensity = this.specularIntensity;
    if (this.specularColor && this.specularColor.isColor) data.specularColor = this.specularColor.getHex();
    if (this.shininess !== void 0) data.shininess = this.shininess;
    if (this.clearcoat !== void 0) data.clearcoat = this.clearcoat;
    if (this.clearcoatRoughness !== void 0) data.clearcoatRoughness = this.clearcoatRoughness;
    if (this.clearcoatMap && this.clearcoatMap.isTexture) {
      data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
    }
    if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
      data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
    }
    if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
      data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
      data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
    }
    if (this.sheenColorMap && this.sheenColorMap.isTexture) {
      data.sheenColorMap = this.sheenColorMap.toJSON(meta).uuid;
    }
    if (this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture) {
      data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON(meta).uuid;
    }
    if (this.dispersion !== void 0) data.dispersion = this.dispersion;
    if (this.iridescence !== void 0) data.iridescence = this.iridescence;
    if (this.iridescenceIOR !== void 0) data.iridescenceIOR = this.iridescenceIOR;
    if (this.iridescenceThicknessRange !== void 0) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
    if (this.iridescenceMap && this.iridescenceMap.isTexture) {
      data.iridescenceMap = this.iridescenceMap.toJSON(meta).uuid;
    }
    if (this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture) {
      data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON(meta).uuid;
    }
    if (this.anisotropy !== void 0) data.anisotropy = this.anisotropy;
    if (this.anisotropyRotation !== void 0) data.anisotropyRotation = this.anisotropyRotation;
    if (this.anisotropyMap && this.anisotropyMap.isTexture) {
      data.anisotropyMap = this.anisotropyMap.toJSON(meta).uuid;
    }
    if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
    if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;
    if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;
    if (this.lightMap && this.lightMap.isTexture) {
      data.lightMap = this.lightMap.toJSON(meta).uuid;
      data.lightMapIntensity = this.lightMapIntensity;
    }
    if (this.aoMap && this.aoMap.isTexture) {
      data.aoMap = this.aoMap.toJSON(meta).uuid;
      data.aoMapIntensity = this.aoMapIntensity;
    }
    if (this.bumpMap && this.bumpMap.isTexture) {
      data.bumpMap = this.bumpMap.toJSON(meta).uuid;
      data.bumpScale = this.bumpScale;
    }
    if (this.normalMap && this.normalMap.isTexture) {
      data.normalMap = this.normalMap.toJSON(meta).uuid;
      data.normalMapType = this.normalMapType;
      data.normalScale = this.normalScale.toArray();
    }
    if (this.displacementMap && this.displacementMap.isTexture) {
      data.displacementMap = this.displacementMap.toJSON(meta).uuid;
      data.displacementScale = this.displacementScale;
      data.displacementBias = this.displacementBias;
    }
    if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
    if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
    if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
    if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;
    if (this.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid;
    if (this.specularColorMap && this.specularColorMap.isTexture) data.specularColorMap = this.specularColorMap.toJSON(meta).uuid;
    if (this.envMap && this.envMap.isTexture) {
      data.envMap = this.envMap.toJSON(meta).uuid;
      if (this.combine !== void 0) data.combine = this.combine;
    }
    if (this.envMapRotation !== void 0) data.envMapRotation = this.envMapRotation.toArray();
    if (this.envMapIntensity !== void 0) data.envMapIntensity = this.envMapIntensity;
    if (this.reflectivity !== void 0) data.reflectivity = this.reflectivity;
    if (this.refractionRatio !== void 0) data.refractionRatio = this.refractionRatio;
    if (this.gradientMap && this.gradientMap.isTexture) {
      data.gradientMap = this.gradientMap.toJSON(meta).uuid;
    }
    if (this.transmission !== void 0) data.transmission = this.transmission;
    if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid;
    if (this.thickness !== void 0) data.thickness = this.thickness;
    if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid;
    if (this.attenuationDistance !== void 0 && this.attenuationDistance !== Infinity) data.attenuationDistance = this.attenuationDistance;
    if (this.attenuationColor !== void 0) data.attenuationColor = this.attenuationColor.getHex();
    if (this.size !== void 0) data.size = this.size;
    if (this.shadowSide !== null) data.shadowSide = this.shadowSide;
    if (this.sizeAttenuation !== void 0) data.sizeAttenuation = this.sizeAttenuation;
    if (this.blending !== NormalBlending) data.blending = this.blending;
    if (this.side !== FrontSide) data.side = this.side;
    if (this.vertexColors === true) data.vertexColors = true;
    if (this.opacity < 1) data.opacity = this.opacity;
    if (this.transparent === true) data.transparent = true;
    if (this.blendSrc !== SrcAlphaFactor) data.blendSrc = this.blendSrc;
    if (this.blendDst !== OneMinusSrcAlphaFactor) data.blendDst = this.blendDst;
    if (this.blendEquation !== AddEquation) data.blendEquation = this.blendEquation;
    if (this.blendSrcAlpha !== null) data.blendSrcAlpha = this.blendSrcAlpha;
    if (this.blendDstAlpha !== null) data.blendDstAlpha = this.blendDstAlpha;
    if (this.blendEquationAlpha !== null) data.blendEquationAlpha = this.blendEquationAlpha;
    if (this.blendColor && this.blendColor.isColor) data.blendColor = this.blendColor.getHex();
    if (this.blendAlpha !== 0) data.blendAlpha = this.blendAlpha;
    if (this.depthFunc !== LessEqualDepth) data.depthFunc = this.depthFunc;
    if (this.depthTest === false) data.depthTest = this.depthTest;
    if (this.depthWrite === false) data.depthWrite = this.depthWrite;
    if (this.colorWrite === false) data.colorWrite = this.colorWrite;
    if (this.stencilWriteMask !== 255) data.stencilWriteMask = this.stencilWriteMask;
    if (this.stencilFunc !== AlwaysStencilFunc) data.stencilFunc = this.stencilFunc;
    if (this.stencilRef !== 0) data.stencilRef = this.stencilRef;
    if (this.stencilFuncMask !== 255) data.stencilFuncMask = this.stencilFuncMask;
    if (this.stencilFail !== KeepStencilOp) data.stencilFail = this.stencilFail;
    if (this.stencilZFail !== KeepStencilOp) data.stencilZFail = this.stencilZFail;
    if (this.stencilZPass !== KeepStencilOp) data.stencilZPass = this.stencilZPass;
    if (this.stencilWrite === true) data.stencilWrite = this.stencilWrite;
    if (this.rotation !== void 0 && this.rotation !== 0) data.rotation = this.rotation;
    if (this.polygonOffset === true) data.polygonOffset = true;
    if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
    if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
    if (this.linewidth !== void 0 && this.linewidth !== 1) data.linewidth = this.linewidth;
    if (this.dashSize !== void 0) data.dashSize = this.dashSize;
    if (this.gapSize !== void 0) data.gapSize = this.gapSize;
    if (this.scale !== void 0) data.scale = this.scale;
    if (this.dithering === true) data.dithering = true;
    if (this.alphaTest > 0) data.alphaTest = this.alphaTest;
    if (this.alphaHash === true) data.alphaHash = true;
    if (this.alphaToCoverage === true) data.alphaToCoverage = true;
    if (this.premultipliedAlpha === true) data.premultipliedAlpha = true;
    if (this.forceSinglePass === true) data.forceSinglePass = true;
    if (this.allowOverride === false) data.allowOverride = false;
    if (this.wireframe === true) data.wireframe = true;
    if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;
    if (this.wireframeLinecap !== "round") data.wireframeLinecap = this.wireframeLinecap;
    if (this.wireframeLinejoin !== "round") data.wireframeLinejoin = this.wireframeLinejoin;
    if (this.flatShading === true) data.flatShading = true;
    if (this.visible === false) data.visible = false;
    if (this.toneMapped === false) data.toneMapped = false;
    if (this.fog === false) data.fog = false;
    if (Object.keys(this.userData).length > 0) data.userData = this.userData;
    function extractFromCache(cache) {
      const values = [];
      for (const key in cache) {
        const data2 = cache[key];
        delete data2.metadata;
        values.push(data2);
      }
      return values;
    }
    if (isRootObject) {
      const textures = extractFromCache(meta.textures);
      const images = extractFromCache(meta.images);
      if (textures.length > 0) data.textures = textures;
      if (images.length > 0) data.images = images;
    }
    return data;
  }
  /**
   * Returns a new material with copied values from this instance.
   *
   * @return {Material} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Copies the values of the given material to this instance.
   *
   * @param {Material} source - The material to copy.
   * @return {Material} A reference to this instance.
   */
  copy(source) {
    this.name = source.name;
    this.blending = source.blending;
    this.side = source.side;
    this.vertexColors = source.vertexColors;
    this.opacity = source.opacity;
    this.transparent = source.transparent;
    this.blendSrc = source.blendSrc;
    this.blendDst = source.blendDst;
    this.blendEquation = source.blendEquation;
    this.blendSrcAlpha = source.blendSrcAlpha;
    this.blendDstAlpha = source.blendDstAlpha;
    this.blendEquationAlpha = source.blendEquationAlpha;
    this.blendColor.copy(source.blendColor);
    this.blendAlpha = source.blendAlpha;
    this.depthFunc = source.depthFunc;
    this.depthTest = source.depthTest;
    this.depthWrite = source.depthWrite;
    this.stencilWriteMask = source.stencilWriteMask;
    this.stencilFunc = source.stencilFunc;
    this.stencilRef = source.stencilRef;
    this.stencilFuncMask = source.stencilFuncMask;
    this.stencilFail = source.stencilFail;
    this.stencilZFail = source.stencilZFail;
    this.stencilZPass = source.stencilZPass;
    this.stencilWrite = source.stencilWrite;
    const srcPlanes = source.clippingPlanes;
    let dstPlanes = null;
    if (srcPlanes !== null) {
      const n = srcPlanes.length;
      dstPlanes = new Array(n);
      for (let i = 0; i !== n; ++i) {
        dstPlanes[i] = srcPlanes[i].clone();
      }
    }
    this.clippingPlanes = dstPlanes;
    this.clipIntersection = source.clipIntersection;
    this.clipShadows = source.clipShadows;
    this.shadowSide = source.shadowSide;
    this.colorWrite = source.colorWrite;
    this.precision = source.precision;
    this.polygonOffset = source.polygonOffset;
    this.polygonOffsetFactor = source.polygonOffsetFactor;
    this.polygonOffsetUnits = source.polygonOffsetUnits;
    this.dithering = source.dithering;
    this.alphaTest = source.alphaTest;
    this.alphaHash = source.alphaHash;
    this.alphaToCoverage = source.alphaToCoverage;
    this.premultipliedAlpha = source.premultipliedAlpha;
    this.forceSinglePass = source.forceSinglePass;
    this.allowOverride = source.allowOverride;
    this.visible = source.visible;
    this.toneMapped = source.toneMapped;
    this.userData = JSON.parse(JSON.stringify(source.userData));
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   *
   * @fires Material#dispose
   */
  dispose() {
    this.dispatchEvent({ type: "dispose" });
  }
  /**
   * Setting this property to `true` indicates the engine the material
   * needs to be recompiled.
   *
   * @type {boolean}
   * @default false
   * @param {boolean} value
   */
  set needsUpdate(value) {
    if (value === true) this.version++;
  }
};
var MeshBasicMaterial = class extends Material {
  /**
   * Constructs a new mesh basic material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshBasicMaterial = true;
    this.type = "MeshBasicMaterial";
    this.color = new Color(16777215);
    this.map = null;
    this.lightMap = null;
    this.lightMapIntensity = 1;
    this.aoMap = null;
    this.aoMapIntensity = 1;
    this.specularMap = null;
    this.alphaMap = null;
    this.envMap = null;
    this.envMapRotation = new Euler();
    this.combine = MultiplyOperation;
    this.reflectivity = 1;
    this.refractionRatio = 0.98;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.wireframeLinecap = "round";
    this.wireframeLinejoin = "round";
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.color.copy(source.color);
    this.map = source.map;
    this.lightMap = source.lightMap;
    this.lightMapIntensity = source.lightMapIntensity;
    this.aoMap = source.aoMap;
    this.aoMapIntensity = source.aoMapIntensity;
    this.specularMap = source.specularMap;
    this.alphaMap = source.alphaMap;
    this.envMap = source.envMap;
    this.envMapRotation.copy(source.envMapRotation);
    this.combine = source.combine;
    this.reflectivity = source.reflectivity;
    this.refractionRatio = source.refractionRatio;
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    this.wireframeLinecap = source.wireframeLinecap;
    this.wireframeLinejoin = source.wireframeLinejoin;
    this.fog = source.fog;
    return this;
  }
};
var _tables = _generateTables();
function _generateTables() {
  const buffer = new ArrayBuffer(4);
  const floatView = new Float32Array(buffer);
  const uint32View = new Uint32Array(buffer);
  const baseTable = new Uint32Array(512);
  const shiftTable = new Uint32Array(512);
  for (let i = 0; i < 256; ++i) {
    const e = i - 127;
    if (e < -27) {
      baseTable[i] = 0;
      baseTable[i | 256] = 32768;
      shiftTable[i] = 24;
      shiftTable[i | 256] = 24;
    } else if (e < -14) {
      baseTable[i] = 1024 >> -e - 14;
      baseTable[i | 256] = 1024 >> -e - 14 | 32768;
      shiftTable[i] = -e - 1;
      shiftTable[i | 256] = -e - 1;
    } else if (e <= 15) {
      baseTable[i] = e + 15 << 10;
      baseTable[i | 256] = e + 15 << 10 | 32768;
      shiftTable[i] = 13;
      shiftTable[i | 256] = 13;
    } else if (e < 128) {
      baseTable[i] = 31744;
      baseTable[i | 256] = 64512;
      shiftTable[i] = 24;
      shiftTable[i | 256] = 24;
    } else {
      baseTable[i] = 31744;
      baseTable[i | 256] = 64512;
      shiftTable[i] = 13;
      shiftTable[i | 256] = 13;
    }
  }
  const mantissaTable = new Uint32Array(2048);
  const exponentTable = new Uint32Array(64);
  const offsetTable = new Uint32Array(64);
  for (let i = 1; i < 1024; ++i) {
    let m = i << 13;
    let e = 0;
    while ((m & 8388608) === 0) {
      m <<= 1;
      e -= 8388608;
    }
    m &= -8388609;
    e += 947912704;
    mantissaTable[i] = m | e;
  }
  for (let i = 1024; i < 2048; ++i) {
    mantissaTable[i] = 939524096 + (i - 1024 << 13);
  }
  for (let i = 1; i < 31; ++i) {
    exponentTable[i] = i << 23;
  }
  exponentTable[31] = 1199570944;
  exponentTable[32] = 2147483648;
  for (let i = 33; i < 63; ++i) {
    exponentTable[i] = 2147483648 + (i - 32 << 23);
  }
  exponentTable[63] = 3347054592;
  for (let i = 1; i < 64; ++i) {
    if (i !== 32) {
      offsetTable[i] = 1024;
    }
  }
  return {
    floatView,
    uint32View,
    baseTable,
    shiftTable,
    mantissaTable,
    exponentTable,
    offsetTable
  };
}
function toHalfFloat(val) {
  if (Math.abs(val) > 65504) warn("DataUtils.toHalfFloat(): Value out of range.");
  val = clamp(val, -65504, 65504);
  _tables.floatView[0] = val;
  const f = _tables.uint32View[0];
  const e = f >> 23 & 511;
  return _tables.baseTable[e] + ((f & 8388607) >> _tables.shiftTable[e]);
}
function fromHalfFloat(val) {
  const m = val >> 10;
  _tables.uint32View[0] = _tables.mantissaTable[_tables.offsetTable[m] + (val & 1023)] + _tables.exponentTable[m];
  return _tables.floatView[0];
}
var DataUtils = class {
  /**
   * Returns a half precision floating point value (FP16) from the given single
   * precision floating point value (FP32).
   *
   * @param {number} val - A single precision floating point value.
   * @return {number} The FP16 value.
   */
  static toHalfFloat(val) {
    return toHalfFloat(val);
  }
  /**
   * Returns a single precision floating point value (FP32) from the given half
   * precision floating point value (FP16).
   *
   * @param {number} val - A half precision floating point value.
   * @return {number} The FP32 value.
   */
  static fromHalfFloat(val) {
    return fromHalfFloat(val);
  }
};
var _vector$9 = new Vector3();
var _vector2$1 = new Vector2();
var _id$2 = 0;
var BufferAttribute = class {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {TypedArray} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized = false) {
    if (Array.isArray(array)) {
      throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");
    }
    this.isBufferAttribute = true;
    Object.defineProperty(this, "id", { value: _id$2++ });
    this.name = "";
    this.array = array;
    this.itemSize = itemSize;
    this.count = array !== void 0 ? array.length / itemSize : 0;
    this.normalized = normalized;
    this.usage = StaticDrawUsage;
    this.updateRanges = [];
    this.gpuType = FloatType;
    this.version = 0;
  }
  /**
   * A callback function that is executed after the renderer has transferred the attribute
   * array data to the GPU.
   */
  onUploadCallback() {
  }
  /**
   * Flag to indicate that this attribute has changed and should be re-sent to
   * the GPU. Set this to `true` when you modify the value of the array.
   *
   * @type {number}
   * @default false
   * @param {boolean} value
   */
  set needsUpdate(value) {
    if (value === true) this.version++;
  }
  /**
   * Sets the usage of this buffer attribute.
   *
   * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
   * @return {BufferAttribute} A reference to this buffer attribute.
   */
  setUsage(value) {
    this.usage = value;
    return this;
  }
  /**
   * Adds a range of data in the data array to be updated on the GPU.
   *
   * @param {number} start - Position at which to start update.
   * @param {number} count - The number of components to update.
   */
  addUpdateRange(start, count) {
    this.updateRanges.push({ start, count });
  }
  /**
   * Clears the update ranges.
   */
  clearUpdateRanges() {
    this.updateRanges.length = 0;
  }
  /**
   * Copies the values of the given buffer attribute to this instance.
   *
   * @param {BufferAttribute} source - The buffer attribute to copy.
   * @return {BufferAttribute} A reference to this instance.
   */
  copy(source) {
    this.name = source.name;
    this.array = new source.array.constructor(source.array);
    this.itemSize = source.itemSize;
    this.count = source.count;
    this.normalized = source.normalized;
    this.usage = source.usage;
    this.gpuType = source.gpuType;
    return this;
  }
  /**
   * Copies a vector from the given buffer attribute to this one. The start
   * and destination position in the attribute buffers are represented by the
   * given indices.
   *
   * @param {number} index1 - The destination index into this buffer attribute.
   * @param {BufferAttribute} attribute - The buffer attribute to copy from.
   * @param {number} index2 - The source index into the given buffer attribute.
   * @return {BufferAttribute} A reference to this instance.
   */
  copyAt(index1, attribute, index2) {
    index1 *= this.itemSize;
    index2 *= attribute.itemSize;
    for (let i = 0, l = this.itemSize; i < l; i++) {
      this.array[index1 + i] = attribute.array[index2 + i];
    }
    return this;
  }
  /**
   * Copies the given array data into this buffer attribute.
   *
   * @param {(TypedArray|Array)} array - The array to copy.
   * @return {BufferAttribute} A reference to this instance.
   */
  copyArray(array) {
    this.array.set(array);
    return this;
  }
  /**
   * Applies the given 3x3 matrix to the given attribute. Works with
   * item size `2` and `3`.
   *
   * @param {Matrix3} m - The matrix to apply.
   * @return {BufferAttribute} A reference to this instance.
   */
  applyMatrix3(m) {
    if (this.itemSize === 2) {
      for (let i = 0, l = this.count; i < l; i++) {
        _vector2$1.fromBufferAttribute(this, i);
        _vector2$1.applyMatrix3(m);
        this.setXY(i, _vector2$1.x, _vector2$1.y);
      }
    } else if (this.itemSize === 3) {
      for (let i = 0, l = this.count; i < l; i++) {
        _vector$9.fromBufferAttribute(this, i);
        _vector$9.applyMatrix3(m);
        this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
      }
    }
    return this;
  }
  /**
   * Applies the given 4x4 matrix to the given attribute. Only works with
   * item size `3`.
   *
   * @param {Matrix4} m - The matrix to apply.
   * @return {BufferAttribute} A reference to this instance.
   */
  applyMatrix4(m) {
    for (let i = 0, l = this.count; i < l; i++) {
      _vector$9.fromBufferAttribute(this, i);
      _vector$9.applyMatrix4(m);
      this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
    }
    return this;
  }
  /**
   * Applies the given 3x3 normal matrix to the given attribute. Only works with
   * item size `3`.
   *
   * @param {Matrix3} m - The normal matrix to apply.
   * @return {BufferAttribute} A reference to this instance.
   */
  applyNormalMatrix(m) {
    for (let i = 0, l = this.count; i < l; i++) {
      _vector$9.fromBufferAttribute(this, i);
      _vector$9.applyNormalMatrix(m);
      this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
    }
    return this;
  }
  /**
   * Applies the given 4x4 matrix to the given attribute. Only works with
   * item size `3` and with direction vectors.
   *
   * @param {Matrix4} m - The matrix to apply.
   * @return {BufferAttribute} A reference to this instance.
   */
  transformDirection(m) {
    for (let i = 0, l = this.count; i < l; i++) {
      _vector$9.fromBufferAttribute(this, i);
      _vector$9.transformDirection(m);
      this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
    }
    return this;
  }
  /**
   * Sets the given array data in the buffer attribute.
   *
   * @param {(TypedArray|Array)} value - The array data to set.
   * @param {number} [offset=0] - The offset in this buffer attribute's array.
   * @return {BufferAttribute} A reference to this instance.
   */
  set(value, offset = 0) {
    this.array.set(value, offset);
    return this;
  }
  /**
   * Returns the given component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} component - The component index.
   * @return {number} The returned value.
   */
  getComponent(index, component) {
    let value = this.array[index * this.itemSize + component];
    if (this.normalized) value = denormalize(value, this.array);
    return value;
  }
  /**
   * Sets the given value to the given component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} component - The component index.
   * @param {number} value - The value to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setComponent(index, component, value) {
    if (this.normalized) value = normalize(value, this.array);
    this.array[index * this.itemSize + component] = value;
    return this;
  }
  /**
   * Returns the x component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @return {number} The x component.
   */
  getX(index) {
    let x = this.array[index * this.itemSize];
    if (this.normalized) x = denormalize(x, this.array);
    return x;
  }
  /**
   * Sets the x component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} x - The value to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setX(index, x) {
    if (this.normalized) x = normalize(x, this.array);
    this.array[index * this.itemSize] = x;
    return this;
  }
  /**
   * Returns the y component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @return {number} The y component.
   */
  getY(index) {
    let y = this.array[index * this.itemSize + 1];
    if (this.normalized) y = denormalize(y, this.array);
    return y;
  }
  /**
   * Sets the y component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} y - The value to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setY(index, y) {
    if (this.normalized) y = normalize(y, this.array);
    this.array[index * this.itemSize + 1] = y;
    return this;
  }
  /**
   * Returns the z component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @return {number} The z component.
   */
  getZ(index) {
    let z = this.array[index * this.itemSize + 2];
    if (this.normalized) z = denormalize(z, this.array);
    return z;
  }
  /**
   * Sets the z component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} z - The value to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setZ(index, z) {
    if (this.normalized) z = normalize(z, this.array);
    this.array[index * this.itemSize + 2] = z;
    return this;
  }
  /**
   * Returns the w component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @return {number} The w component.
   */
  getW(index) {
    let w = this.array[index * this.itemSize + 3];
    if (this.normalized) w = denormalize(w, this.array);
    return w;
  }
  /**
   * Sets the w component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} w - The value to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setW(index, w) {
    if (this.normalized) w = normalize(w, this.array);
    this.array[index * this.itemSize + 3] = w;
    return this;
  }
  /**
   * Sets the x and y component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} x - The value for the x component to set.
   * @param {number} y - The value for the y component to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setXY(index, x, y) {
    index *= this.itemSize;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
    }
    this.array[index + 0] = x;
    this.array[index + 1] = y;
    return this;
  }
  /**
   * Sets the x, y and z component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} x - The value for the x component to set.
   * @param {number} y - The value for the y component to set.
   * @param {number} z - The value for the z component to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setXYZ(index, x, y, z) {
    index *= this.itemSize;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
      z = normalize(z, this.array);
    }
    this.array[index + 0] = x;
    this.array[index + 1] = y;
    this.array[index + 2] = z;
    return this;
  }
  /**
   * Sets the x, y, z and w component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} x - The value for the x component to set.
   * @param {number} y - The value for the y component to set.
   * @param {number} z - The value for the z component to set.
   * @param {number} w - The value for the w component to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setXYZW(index, x, y, z, w) {
    index *= this.itemSize;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
      z = normalize(z, this.array);
      w = normalize(w, this.array);
    }
    this.array[index + 0] = x;
    this.array[index + 1] = y;
    this.array[index + 2] = z;
    this.array[index + 3] = w;
    return this;
  }
  /**
   * Sets the given callback function that is executed after the Renderer has transferred
   * the attribute array data to the GPU. Can be used to perform clean-up operations after
   * the upload when attribute data are not needed anymore on the CPU side.
   *
   * @param {Function} callback - The `onUpload()` callback.
   * @return {BufferAttribute} A reference to this instance.
   */
  onUpload(callback) {
    this.onUploadCallback = callback;
    return this;
  }
  /**
   * Returns a new buffer attribute with copied values from this instance.
   *
   * @return {BufferAttribute} A clone of this instance.
   */
  clone() {
    return new this.constructor(this.array, this.itemSize).copy(this);
  }
  /**
   * Serializes the buffer attribute into JSON.
   *
   * @return {Object} A JSON object representing the serialized buffer attribute.
   */
  toJSON() {
    const data = {
      itemSize: this.itemSize,
      type: this.array.constructor.name,
      array: Array.from(this.array),
      normalized: this.normalized
    };
    if (this.name !== "") data.name = this.name;
    if (this.usage !== StaticDrawUsage) data.usage = this.usage;
    return data;
  }
};
var Int8BufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Int8Array(array), itemSize, normalized);
  }
};
var Uint8BufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Uint8Array(array), itemSize, normalized);
  }
};
var Uint8ClampedBufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Uint8ClampedArray(array), itemSize, normalized);
  }
};
var Int16BufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Int16Array(array), itemSize, normalized);
  }
};
var Uint16BufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Uint16Array(array), itemSize, normalized);
  }
};
var Int32BufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Int32Array(array), itemSize, normalized);
  }
};
var Uint32BufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Uint32Array(array), itemSize, normalized);
  }
};
var Float16BufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Uint16Array(array), itemSize, normalized);
    this.isFloat16BufferAttribute = true;
  }
  getX(index) {
    let x = fromHalfFloat(this.array[index * this.itemSize]);
    if (this.normalized) x = denormalize(x, this.array);
    return x;
  }
  setX(index, x) {
    if (this.normalized) x = normalize(x, this.array);
    this.array[index * this.itemSize] = toHalfFloat(x);
    return this;
  }
  getY(index) {
    let y = fromHalfFloat(this.array[index * this.itemSize + 1]);
    if (this.normalized) y = denormalize(y, this.array);
    return y;
  }
  setY(index, y) {
    if (this.normalized) y = normalize(y, this.array);
    this.array[index * this.itemSize + 1] = toHalfFloat(y);
    return this;
  }
  getZ(index) {
    let z = fromHalfFloat(this.array[index * this.itemSize + 2]);
    if (this.normalized) z = denormalize(z, this.array);
    return z;
  }
  setZ(index, z) {
    if (this.normalized) z = normalize(z, this.array);
    this.array[index * this.itemSize + 2] = toHalfFloat(z);
    return this;
  }
  getW(index) {
    let w = fromHalfFloat(this.array[index * this.itemSize + 3]);
    if (this.normalized) w = denormalize(w, this.array);
    return w;
  }
  setW(index, w) {
    if (this.normalized) w = normalize(w, this.array);
    this.array[index * this.itemSize + 3] = toHalfFloat(w);
    return this;
  }
  setXY(index, x, y) {
    index *= this.itemSize;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
    }
    this.array[index + 0] = toHalfFloat(x);
    this.array[index + 1] = toHalfFloat(y);
    return this;
  }
  setXYZ(index, x, y, z) {
    index *= this.itemSize;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
      z = normalize(z, this.array);
    }
    this.array[index + 0] = toHalfFloat(x);
    this.array[index + 1] = toHalfFloat(y);
    this.array[index + 2] = toHalfFloat(z);
    return this;
  }
  setXYZW(index, x, y, z, w) {
    index *= this.itemSize;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
      z = normalize(z, this.array);
      w = normalize(w, this.array);
    }
    this.array[index + 0] = toHalfFloat(x);
    this.array[index + 1] = toHalfFloat(y);
    this.array[index + 2] = toHalfFloat(z);
    this.array[index + 3] = toHalfFloat(w);
    return this;
  }
};
var Float32BufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new buffer attribute.
   *
   * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(array, itemSize, normalized) {
    super(new Float32Array(array), itemSize, normalized);
  }
};
var _id$1 = 0;
var _m1 = new Matrix4();
var _obj = new Object3D();
var _offset = new Vector3();
var _box$2 = new Box3();
var _boxMorphTargets = new Box3();
var _vector$8 = new Vector3();
var BufferGeometry = class _BufferGeometry extends EventDispatcher {
  /**
   * Constructs a new geometry.
   */
  constructor() {
    super();
    this.isBufferGeometry = true;
    Object.defineProperty(this, "id", { value: _id$1++ });
    this.uuid = generateUUID();
    this.name = "";
    this.type = "BufferGeometry";
    this.index = null;
    this.indirect = null;
    this.indirectOffset = 0;
    this.attributes = {};
    this.morphAttributes = {};
    this.morphTargetsRelative = false;
    this.groups = [];
    this.boundingBox = null;
    this.boundingSphere = null;
    this.drawRange = { start: 0, count: Infinity };
    this.userData = {};
  }
  /**
   * Returns the index of this geometry.
   *
   * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
   */
  getIndex() {
    return this.index;
  }
  /**
   * Sets the given index to this geometry.
   *
   * @param {Array<number>|BufferAttribute} index - The index to set.
   * @return {BufferGeometry} A reference to this instance.
   */
  setIndex(index) {
    if (Array.isArray(index)) {
      this.index = new (arrayNeedsUint32(index) ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
    } else {
      this.index = index;
    }
    return this;
  }
  /**
   * Sets the given indirect attribute to this geometry.
   *
   * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
   * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
   * @return {BufferGeometry} A reference to this instance.
   */
  setIndirect(indirect, indirectOffset = 0) {
    this.indirect = indirect;
    this.indirectOffset = indirectOffset;
    return this;
  }
  /**
   * Returns the indirect attribute of this geometry.
   *
   * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
   */
  getIndirect() {
    return this.indirect;
  }
  /**
   * Returns the buffer attribute for the given name.
   *
   * @param {string} name - The attribute name.
   * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
   * Returns `undefined` if not attribute has been found.
   */
  getAttribute(name) {
    return this.attributes[name];
  }
  /**
   * Sets the given attribute for the given name.
   *
   * @param {string} name - The attribute name.
   * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
   * @return {BufferGeometry} A reference to this instance.
   */
  setAttribute(name, attribute) {
    this.attributes[name] = attribute;
    return this;
  }
  /**
   * Deletes the attribute for the given name.
   *
   * @param {string} name - The attribute name to delete.
   * @return {BufferGeometry} A reference to this instance.
   */
  deleteAttribute(name) {
    delete this.attributes[name];
    return this;
  }
  /**
   * Returns `true` if this geometry has an attribute for the given name.
   *
   * @param {string} name - The attribute name.
   * @return {boolean} Whether this geometry has an attribute for the given name or not.
   */
  hasAttribute(name) {
    return this.attributes[name] !== void 0;
  }
  /**
   * Adds a group to this geometry.
   *
   * @param {number} start - The first element in this draw call. That is the first
   * vertex for non-indexed geometry, otherwise the first triangle index.
   * @param {number} count - Specifies how many vertices (or indices) are part of this group.
   * @param {number} [materialIndex=0] - The material array index to use.
   */
  addGroup(start, count, materialIndex = 0) {
    this.groups.push({
      start,
      count,
      materialIndex
    });
  }
  /**
   * Clears all groups.
   */
  clearGroups() {
    this.groups = [];
  }
  /**
   * Sets the draw range for this geometry.
   *
   * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
   * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
   * For indexed BufferGeometry, `count` is the number of indices to render.
   */
  setDrawRange(start, count) {
    this.drawRange.start = start;
    this.drawRange.count = count;
  }
  /**
   * Applies the given 4x4 transformation matrix to the geometry.
   *
   * @param {Matrix4} matrix - The matrix to apply.
   * @return {BufferGeometry} A reference to this instance.
   */
  applyMatrix4(matrix) {
    const position = this.attributes.position;
    if (position !== void 0) {
      position.applyMatrix4(matrix);
      position.needsUpdate = true;
    }
    const normal = this.attributes.normal;
    if (normal !== void 0) {
      const normalMatrix = new Matrix3().getNormalMatrix(matrix);
      normal.applyNormalMatrix(normalMatrix);
      normal.needsUpdate = true;
    }
    const tangent = this.attributes.tangent;
    if (tangent !== void 0) {
      tangent.transformDirection(matrix);
      tangent.needsUpdate = true;
    }
    if (this.boundingBox !== null) {
      this.computeBoundingBox();
    }
    if (this.boundingSphere !== null) {
      this.computeBoundingSphere();
    }
    return this;
  }
  /**
   * Applies the rotation represented by the Quaternion to the geometry.
   *
   * @param {Quaternion} q - The Quaternion to apply.
   * @return {BufferGeometry} A reference to this instance.
   */
  applyQuaternion(q) {
    _m1.makeRotationFromQuaternion(q);
    this.applyMatrix4(_m1);
    return this;
  }
  /**
   * Rotates the geometry about the X axis. This is typically done as a one time
   * operation, and not during a loop. Use {@link Object3D#rotation} for typical
   * real-time mesh rotation.
   *
   * @param {number} angle - The angle in radians.
   * @return {BufferGeometry} A reference to this instance.
   */
  rotateX(angle) {
    _m1.makeRotationX(angle);
    this.applyMatrix4(_m1);
    return this;
  }
  /**
   * Rotates the geometry about the Y axis. This is typically done as a one time
   * operation, and not during a loop. Use {@link Object3D#rotation} for typical
   * real-time mesh rotation.
   *
   * @param {number} angle - The angle in radians.
   * @return {BufferGeometry} A reference to this instance.
   */
  rotateY(angle) {
    _m1.makeRotationY(angle);
    this.applyMatrix4(_m1);
    return this;
  }
  /**
   * Rotates the geometry about the Z axis. This is typically done as a one time
   * operation, and not during a loop. Use {@link Object3D#rotation} for typical
   * real-time mesh rotation.
   *
   * @param {number} angle - The angle in radians.
   * @return {BufferGeometry} A reference to this instance.
   */
  rotateZ(angle) {
    _m1.makeRotationZ(angle);
    this.applyMatrix4(_m1);
    return this;
  }
  /**
   * Translates the geometry. This is typically done as a one time
   * operation, and not during a loop. Use {@link Object3D#position} for typical
   * real-time mesh rotation.
   *
   * @param {number} x - The x offset.
   * @param {number} y - The y offset.
   * @param {number} z - The z offset.
   * @return {BufferGeometry} A reference to this instance.
   */
  translate(x, y, z) {
    _m1.makeTranslation(x, y, z);
    this.applyMatrix4(_m1);
    return this;
  }
  /**
   * Scales the geometry. This is typically done as a one time
   * operation, and not during a loop. Use {@link Object3D#scale} for typical
   * real-time mesh rotation.
   *
   * @param {number} x - The x scale.
   * @param {number} y - The y scale.
   * @param {number} z - The z scale.
   * @return {BufferGeometry} A reference to this instance.
   */
  scale(x, y, z) {
    _m1.makeScale(x, y, z);
    this.applyMatrix4(_m1);
    return this;
  }
  /**
   * Rotates the geometry to face a point in 3D space. This is typically done as a one time
   * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
   * real-time mesh rotation.
   *
   * @param {Vector3} vector - The target point.
   * @return {BufferGeometry} A reference to this instance.
   */
  lookAt(vector) {
    _obj.lookAt(vector);
    _obj.updateMatrix();
    this.applyMatrix4(_obj.matrix);
    return this;
  }
  /**
   * Center the geometry based on its bounding box.
   *
   * @return {BufferGeometry} A reference to this instance.
   */
  center() {
    this.computeBoundingBox();
    this.boundingBox.getCenter(_offset).negate();
    this.translate(_offset.x, _offset.y, _offset.z);
    return this;
  }
  /**
   * Defines a geometry by creating a `position` attribute based on the given array of points. The array
   * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
   * set to `0`.
   *
   * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
   * data from the array. The length of the array must match the vertex count.
   *
   * @param {Array<Vector2>|Array<Vector3>} points - The points.
   * @return {BufferGeometry} A reference to this instance.
   */
  setFromPoints(points) {
    const positionAttribute = this.getAttribute("position");
    if (positionAttribute === void 0) {
      const position = [];
      for (let i = 0, l = points.length; i < l; i++) {
        const point = points[i];
        position.push(point.x, point.y, point.z || 0);
      }
      this.setAttribute("position", new Float32BufferAttribute(position, 3));
    } else {
      const l = Math.min(points.length, positionAttribute.count);
      for (let i = 0; i < l; i++) {
        const point = points[i];
        positionAttribute.setXYZ(i, point.x, point.y, point.z || 0);
      }
      if (points.length > positionAttribute.count) {
        warn("BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.");
      }
      positionAttribute.needsUpdate = true;
    }
    return this;
  }
  /**
   * Computes the bounding box of the geometry, and updates the `boundingBox` member.
   * The bounding box is not computed by the engine; it must be computed by your app.
   * You may need to recompute the bounding box if the geometry vertices are modified.
   */
  computeBoundingBox() {
    if (this.boundingBox === null) {
      this.boundingBox = new Box3();
    }
    const position = this.attributes.position;
    const morphAttributesPosition = this.morphAttributes.position;
    if (position && position.isGLBufferAttribute) {
      error("BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.", this);
      this.boundingBox.set(
        new Vector3(-Infinity, -Infinity, -Infinity),
        new Vector3(Infinity, Infinity, Infinity)
      );
      return;
    }
    if (position !== void 0) {
      this.boundingBox.setFromBufferAttribute(position);
      if (morphAttributesPosition) {
        for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
          const morphAttribute = morphAttributesPosition[i];
          _box$2.setFromBufferAttribute(morphAttribute);
          if (this.morphTargetsRelative) {
            _vector$8.addVectors(this.boundingBox.min, _box$2.min);
            this.boundingBox.expandByPoint(_vector$8);
            _vector$8.addVectors(this.boundingBox.max, _box$2.max);
            this.boundingBox.expandByPoint(_vector$8);
          } else {
            this.boundingBox.expandByPoint(_box$2.min);
            this.boundingBox.expandByPoint(_box$2.max);
          }
        }
      }
    } else {
      this.boundingBox.makeEmpty();
    }
    if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
      error('BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
    }
  }
  /**
   * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
   * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
   * You may need to recompute the bounding sphere if the geometry vertices are modified.
   */
  computeBoundingSphere() {
    if (this.boundingSphere === null) {
      this.boundingSphere = new Sphere();
    }
    const position = this.attributes.position;
    const morphAttributesPosition = this.morphAttributes.position;
    if (position && position.isGLBufferAttribute) {
      error("BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.", this);
      this.boundingSphere.set(new Vector3(), Infinity);
      return;
    }
    if (position) {
      const center = this.boundingSphere.center;
      _box$2.setFromBufferAttribute(position);
      if (morphAttributesPosition) {
        for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
          const morphAttribute = morphAttributesPosition[i];
          _boxMorphTargets.setFromBufferAttribute(morphAttribute);
          if (this.morphTargetsRelative) {
            _vector$8.addVectors(_box$2.min, _boxMorphTargets.min);
            _box$2.expandByPoint(_vector$8);
            _vector$8.addVectors(_box$2.max, _boxMorphTargets.max);
            _box$2.expandByPoint(_vector$8);
          } else {
            _box$2.expandByPoint(_boxMorphTargets.min);
            _box$2.expandByPoint(_boxMorphTargets.max);
          }
        }
      }
      _box$2.getCenter(center);
      let maxRadiusSq = 0;
      for (let i = 0, il = position.count; i < il; i++) {
        _vector$8.fromBufferAttribute(position, i);
        maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
      }
      if (morphAttributesPosition) {
        for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
          const morphAttribute = morphAttributesPosition[i];
          const morphTargetsRelative = this.morphTargetsRelative;
          for (let j = 0, jl = morphAttribute.count; j < jl; j++) {
            _vector$8.fromBufferAttribute(morphAttribute, j);
            if (morphTargetsRelative) {
              _offset.fromBufferAttribute(position, j);
              _vector$8.add(_offset);
            }
            maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
          }
        }
      }
      this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
      if (isNaN(this.boundingSphere.radius)) {
        error('BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
      }
    }
  }
  /**
   * Calculates and adds a tangent attribute to this geometry.
   *
   * The computation is only supported for indexed geometries and if position, normal, and uv attributes
   * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
   * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
   */
  computeTangents() {
    const index = this.index;
    const attributes = this.attributes;
    if (index === null || attributes.position === void 0 || attributes.normal === void 0 || attributes.uv === void 0) {
      error("BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)");
      return;
    }
    const positionAttribute = attributes.position;
    const normalAttribute = attributes.normal;
    const uvAttribute = attributes.uv;
    if (this.hasAttribute("tangent") === false) {
      this.setAttribute("tangent", new BufferAttribute(new Float32Array(4 * positionAttribute.count), 4));
    }
    const tangentAttribute = this.getAttribute("tangent");
    const tan1 = [], tan2 = [];
    for (let i = 0; i < positionAttribute.count; i++) {
      tan1[i] = new Vector3();
      tan2[i] = new Vector3();
    }
    const vA = new Vector3(), vB = new Vector3(), vC = new Vector3(), uvA = new Vector2(), uvB = new Vector2(), uvC = new Vector2(), sdir = new Vector3(), tdir = new Vector3();
    function handleTriangle(a, b, c) {
      vA.fromBufferAttribute(positionAttribute, a);
      vB.fromBufferAttribute(positionAttribute, b);
      vC.fromBufferAttribute(positionAttribute, c);
      uvA.fromBufferAttribute(uvAttribute, a);
      uvB.fromBufferAttribute(uvAttribute, b);
      uvC.fromBufferAttribute(uvAttribute, c);
      vB.sub(vA);
      vC.sub(vA);
      uvB.sub(uvA);
      uvC.sub(uvA);
      const r = 1 / (uvB.x * uvC.y - uvC.x * uvB.y);
      if (!isFinite(r)) return;
      sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
      tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
      tan1[a].add(sdir);
      tan1[b].add(sdir);
      tan1[c].add(sdir);
      tan2[a].add(tdir);
      tan2[b].add(tdir);
      tan2[c].add(tdir);
    }
    let groups = this.groups;
    if (groups.length === 0) {
      groups = [{
        start: 0,
        count: index.count
      }];
    }
    for (let i = 0, il = groups.length; i < il; ++i) {
      const group = groups[i];
      const start = group.start;
      const count = group.count;
      for (let j = start, jl = start + count; j < jl; j += 3) {
        handleTriangle(
          index.getX(j + 0),
          index.getX(j + 1),
          index.getX(j + 2)
        );
      }
    }
    const tmp2 = new Vector3(), tmp22 = new Vector3();
    const n = new Vector3(), n2 = new Vector3();
    function handleVertex(v) {
      n.fromBufferAttribute(normalAttribute, v);
      n2.copy(n);
      const t = tan1[v];
      tmp2.copy(t);
      tmp2.sub(n.multiplyScalar(n.dot(t))).normalize();
      tmp22.crossVectors(n2, t);
      const test = tmp22.dot(tan2[v]);
      const w = test < 0 ? -1 : 1;
      tangentAttribute.setXYZW(v, tmp2.x, tmp2.y, tmp2.z, w);
    }
    for (let i = 0, il = groups.length; i < il; ++i) {
      const group = groups[i];
      const start = group.start;
      const count = group.count;
      for (let j = start, jl = start + count; j < jl; j += 3) {
        handleVertex(index.getX(j + 0));
        handleVertex(index.getX(j + 1));
        handleVertex(index.getX(j + 2));
      }
    }
  }
  /**
   * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
   * each vertex normal to be the average of the face normals of the faces that share that vertex.
   * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
   * to be the same as the face normal.
   */
  computeVertexNormals() {
    const index = this.index;
    const positionAttribute = this.getAttribute("position");
    if (positionAttribute !== void 0) {
      let normalAttribute = this.getAttribute("normal");
      if (normalAttribute === void 0) {
        normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
        this.setAttribute("normal", normalAttribute);
      } else {
        for (let i = 0, il = normalAttribute.count; i < il; i++) {
          normalAttribute.setXYZ(i, 0, 0, 0);
        }
      }
      const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
      const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
      const cb = new Vector3(), ab = new Vector3();
      if (index) {
        for (let i = 0, il = index.count; i < il; i += 3) {
          const vA = index.getX(i + 0);
          const vB = index.getX(i + 1);
          const vC = index.getX(i + 2);
          pA.fromBufferAttribute(positionAttribute, vA);
          pB.fromBufferAttribute(positionAttribute, vB);
          pC.fromBufferAttribute(positionAttribute, vC);
          cb.subVectors(pC, pB);
          ab.subVectors(pA, pB);
          cb.cross(ab);
          nA.fromBufferAttribute(normalAttribute, vA);
          nB.fromBufferAttribute(normalAttribute, vB);
          nC.fromBufferAttribute(normalAttribute, vC);
          nA.add(cb);
          nB.add(cb);
          nC.add(cb);
          normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
          normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
          normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
        }
      } else {
        for (let i = 0, il = positionAttribute.count; i < il; i += 3) {
          pA.fromBufferAttribute(positionAttribute, i + 0);
          pB.fromBufferAttribute(positionAttribute, i + 1);
          pC.fromBufferAttribute(positionAttribute, i + 2);
          cb.subVectors(pC, pB);
          ab.subVectors(pA, pB);
          cb.cross(ab);
          normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);
          normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);
          normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);
        }
      }
      this.normalizeNormals();
      normalAttribute.needsUpdate = true;
    }
  }
  /**
   * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
   * correct lighting on the geometry surfaces.
   */
  normalizeNormals() {
    const normals = this.attributes.normal;
    for (let i = 0, il = normals.count; i < il; i++) {
      _vector$8.fromBufferAttribute(normals, i);
      _vector$8.normalize();
      normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
    }
  }
  /**
   * Return a new non-index version of this indexed geometry. If the geometry
   * is already non-indexed, the method is a NOOP.
   *
   * @return {BufferGeometry} The non-indexed version of this indexed geometry.
   */
  toNonIndexed() {
    function convertBufferAttribute(attribute, indices2) {
      const array = attribute.array;
      const itemSize = attribute.itemSize;
      const normalized = attribute.normalized;
      const array2 = new array.constructor(indices2.length * itemSize);
      let index = 0, index2 = 0;
      for (let i = 0, l = indices2.length; i < l; i++) {
        if (attribute.isInterleavedBufferAttribute) {
          index = indices2[i] * attribute.data.stride + attribute.offset;
        } else {
          index = indices2[i] * itemSize;
        }
        for (let j = 0; j < itemSize; j++) {
          array2[index2++] = array[index++];
        }
      }
      return new BufferAttribute(array2, itemSize, normalized);
    }
    if (this.index === null) {
      warn("BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.");
      return this;
    }
    const geometry2 = new _BufferGeometry();
    const indices = this.index.array;
    const attributes = this.attributes;
    for (const name in attributes) {
      const attribute = attributes[name];
      const newAttribute = convertBufferAttribute(attribute, indices);
      geometry2.setAttribute(name, newAttribute);
    }
    const morphAttributes = this.morphAttributes;
    for (const name in morphAttributes) {
      const morphArray = [];
      const morphAttribute = morphAttributes[name];
      for (let i = 0, il = morphAttribute.length; i < il; i++) {
        const attribute = morphAttribute[i];
        const newAttribute = convertBufferAttribute(attribute, indices);
        morphArray.push(newAttribute);
      }
      geometry2.morphAttributes[name] = morphArray;
    }
    geometry2.morphTargetsRelative = this.morphTargetsRelative;
    const groups = this.groups;
    for (let i = 0, l = groups.length; i < l; i++) {
      const group = groups[i];
      geometry2.addGroup(group.start, group.count, group.materialIndex);
    }
    return geometry2;
  }
  /**
   * Serializes the geometry into JSON.
   *
   * @return {Object} A JSON object representing the serialized geometry.
   */
  toJSON() {
    const data = {
      metadata: {
        version: 4.7,
        type: "BufferGeometry",
        generator: "BufferGeometry.toJSON"
      }
    };
    data.uuid = this.uuid;
    data.type = this.type;
    if (this.name !== "") data.name = this.name;
    if (Object.keys(this.userData).length > 0) data.userData = this.userData;
    if (this.parameters !== void 0) {
      const parameters = this.parameters;
      for (const key in parameters) {
        if (parameters[key] !== void 0) data[key] = parameters[key];
      }
      return data;
    }
    data.data = { attributes: {} };
    const index = this.index;
    if (index !== null) {
      data.data.index = {
        type: index.array.constructor.name,
        array: Array.prototype.slice.call(index.array)
      };
    }
    const attributes = this.attributes;
    for (const key in attributes) {
      const attribute = attributes[key];
      data.data.attributes[key] = attribute.toJSON(data.data);
    }
    const morphAttributes = {};
    let hasMorphAttributes = false;
    for (const key in this.morphAttributes) {
      const attributeArray = this.morphAttributes[key];
      const array = [];
      for (let i = 0, il = attributeArray.length; i < il; i++) {
        const attribute = attributeArray[i];
        array.push(attribute.toJSON(data.data));
      }
      if (array.length > 0) {
        morphAttributes[key] = array;
        hasMorphAttributes = true;
      }
    }
    if (hasMorphAttributes) {
      data.data.morphAttributes = morphAttributes;
      data.data.morphTargetsRelative = this.morphTargetsRelative;
    }
    const groups = this.groups;
    if (groups.length > 0) {
      data.data.groups = JSON.parse(JSON.stringify(groups));
    }
    const boundingSphere = this.boundingSphere;
    if (boundingSphere !== null) {
      data.data.boundingSphere = boundingSphere.toJSON();
    }
    return data;
  }
  /**
   * Returns a new geometry with copied values from this instance.
   *
   * @return {BufferGeometry} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Copies the values of the given geometry to this instance.
   *
   * @param {BufferGeometry} source - The geometry to copy.
   * @return {BufferGeometry} A reference to this instance.
   */
  copy(source) {
    this.index = null;
    this.attributes = {};
    this.morphAttributes = {};
    this.groups = [];
    this.boundingBox = null;
    this.boundingSphere = null;
    const data = {};
    this.name = source.name;
    const index = source.index;
    if (index !== null) {
      this.setIndex(index.clone());
    }
    const attributes = source.attributes;
    for (const name in attributes) {
      const attribute = attributes[name];
      this.setAttribute(name, attribute.clone(data));
    }
    const morphAttributes = source.morphAttributes;
    for (const name in morphAttributes) {
      const array = [];
      const morphAttribute = morphAttributes[name];
      for (let i = 0, l = morphAttribute.length; i < l; i++) {
        array.push(morphAttribute[i].clone(data));
      }
      this.morphAttributes[name] = array;
    }
    this.morphTargetsRelative = source.morphTargetsRelative;
    const groups = source.groups;
    for (let i = 0, l = groups.length; i < l; i++) {
      const group = groups[i];
      this.addGroup(group.start, group.count, group.materialIndex);
    }
    const boundingBox = source.boundingBox;
    if (boundingBox !== null) {
      this.boundingBox = boundingBox.clone();
    }
    const boundingSphere = source.boundingSphere;
    if (boundingSphere !== null) {
      this.boundingSphere = boundingSphere.clone();
    }
    this.drawRange.start = source.drawRange.start;
    this.drawRange.count = source.drawRange.count;
    this.userData = source.userData;
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   *
   * @fires BufferGeometry#dispose
   */
  dispose() {
    this.dispatchEvent({ type: "dispose" });
  }
};
var _inverseMatrix$3 = new Matrix4();
var _ray$3 = new Ray();
var _sphere$6 = new Sphere();
var _sphereHitAt = new Vector3();
var _vA$1 = new Vector3();
var _vB$1 = new Vector3();
var _vC$1 = new Vector3();
var _tempA = new Vector3();
var _morphA = new Vector3();
var _intersectionPoint = new Vector3();
var _intersectionPointWorld = new Vector3();
var Mesh = class extends Object3D {
  /**
   * Constructs a new mesh.
   *
   * @param {BufferGeometry} [geometry] - The mesh geometry.
   * @param {Material|Array<Material>} [material] - The mesh material.
   */
  constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {
    super();
    this.isMesh = true;
    this.type = "Mesh";
    this.geometry = geometry;
    this.material = material;
    this.morphTargetDictionary = void 0;
    this.morphTargetInfluences = void 0;
    this.count = 1;
    this.updateMorphTargets();
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    if (source.morphTargetInfluences !== void 0) {
      this.morphTargetInfluences = source.morphTargetInfluences.slice();
    }
    if (source.morphTargetDictionary !== void 0) {
      this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
    }
    this.material = Array.isArray(source.material) ? source.material.slice() : source.material;
    this.geometry = source.geometry;
    return this;
  }
  /**
   * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
   * to make sure existing morph targets can influence this 3D object.
   */
  updateMorphTargets() {
    const geometry = this.geometry;
    const morphAttributes = geometry.morphAttributes;
    const keys = Object.keys(morphAttributes);
    if (keys.length > 0) {
      const morphAttribute = morphAttributes[keys[0]];
      if (morphAttribute !== void 0) {
        this.morphTargetInfluences = [];
        this.morphTargetDictionary = {};
        for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
          const name = morphAttribute[m].name || String(m);
          this.morphTargetInfluences.push(0);
          this.morphTargetDictionary[name] = m;
        }
      }
    }
  }
  /**
   * Returns the local-space position of the vertex at the given index, taking into
   * account the current animation state of both morph targets and skinning.
   *
   * @param {number} index - The vertex index.
   * @param {Vector3} target - The target object that is used to store the method's result.
   * @return {Vector3} The vertex position in local space.
   */
  getVertexPosition(index, target) {
    const geometry = this.geometry;
    const position = geometry.attributes.position;
    const morphPosition = geometry.morphAttributes.position;
    const morphTargetsRelative = geometry.morphTargetsRelative;
    target.fromBufferAttribute(position, index);
    const morphInfluences = this.morphTargetInfluences;
    if (morphPosition && morphInfluences) {
      _morphA.set(0, 0, 0);
      for (let i = 0, il = morphPosition.length; i < il; i++) {
        const influence = morphInfluences[i];
        const morphAttribute = morphPosition[i];
        if (influence === 0) continue;
        _tempA.fromBufferAttribute(morphAttribute, index);
        if (morphTargetsRelative) {
          _morphA.addScaledVector(_tempA, influence);
        } else {
          _morphA.addScaledVector(_tempA.sub(target), influence);
        }
      }
      target.add(_morphA);
    }
    return target;
  }
  /**
   * Computes intersection points between a casted ray and this line.
   *
   * @param {Raycaster} raycaster - The raycaster.
   * @param {Array<Object>} intersects - The target array that holds the intersection points.
   */
  raycast(raycaster, intersects2) {
    const geometry = this.geometry;
    const material = this.material;
    const matrixWorld = this.matrixWorld;
    if (material === void 0) return;
    if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
    _sphere$6.copy(geometry.boundingSphere);
    _sphere$6.applyMatrix4(matrixWorld);
    _ray$3.copy(raycaster.ray).recast(raycaster.near);
    if (_sphere$6.containsPoint(_ray$3.origin) === false) {
      if (_ray$3.intersectSphere(_sphere$6, _sphereHitAt) === null) return;
      if (_ray$3.origin.distanceToSquared(_sphereHitAt) > (raycaster.far - raycaster.near) ** 2) return;
    }
    _inverseMatrix$3.copy(matrixWorld).invert();
    _ray$3.copy(raycaster.ray).applyMatrix4(_inverseMatrix$3);
    if (geometry.boundingBox !== null) {
      if (_ray$3.intersectsBox(geometry.boundingBox) === false) return;
    }
    this._computeIntersections(raycaster, intersects2, _ray$3);
  }
  _computeIntersections(raycaster, intersects2, rayLocalSpace) {
    let intersection;
    const geometry = this.geometry;
    const material = this.material;
    const index = geometry.index;
    const position = geometry.attributes.position;
    const uv = geometry.attributes.uv;
    const uv1 = geometry.attributes.uv1;
    const normal = geometry.attributes.normal;
    const groups = geometry.groups;
    const drawRange = geometry.drawRange;
    if (index !== null) {
      if (Array.isArray(material)) {
        for (let i = 0, il = groups.length; i < il; i++) {
          const group = groups[i];
          const groupMaterial = material[group.materialIndex];
          const start = Math.max(group.start, drawRange.start);
          const end = Math.min(index.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));
          for (let j = start, jl = end; j < jl; j += 3) {
            const a = index.getX(j);
            const b = index.getX(j + 1);
            const c = index.getX(j + 2);
            intersection = checkGeometryIntersection(this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c);
            if (intersection) {
              intersection.faceIndex = Math.floor(j / 3);
              intersection.face.materialIndex = group.materialIndex;
              intersects2.push(intersection);
            }
          }
        }
      } else {
        const start = Math.max(0, drawRange.start);
        const end = Math.min(index.count, drawRange.start + drawRange.count);
        for (let i = start, il = end; i < il; i += 3) {
          const a = index.getX(i);
          const b = index.getX(i + 1);
          const c = index.getX(i + 2);
          intersection = checkGeometryIntersection(this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c);
          if (intersection) {
            intersection.faceIndex = Math.floor(i / 3);
            intersects2.push(intersection);
          }
        }
      }
    } else if (position !== void 0) {
      if (Array.isArray(material)) {
        for (let i = 0, il = groups.length; i < il; i++) {
          const group = groups[i];
          const groupMaterial = material[group.materialIndex];
          const start = Math.max(group.start, drawRange.start);
          const end = Math.min(position.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));
          for (let j = start, jl = end; j < jl; j += 3) {
            const a = j;
            const b = j + 1;
            const c = j + 2;
            intersection = checkGeometryIntersection(this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c);
            if (intersection) {
              intersection.faceIndex = Math.floor(j / 3);
              intersection.face.materialIndex = group.materialIndex;
              intersects2.push(intersection);
            }
          }
        }
      } else {
        const start = Math.max(0, drawRange.start);
        const end = Math.min(position.count, drawRange.start + drawRange.count);
        for (let i = start, il = end; i < il; i += 3) {
          const a = i;
          const b = i + 1;
          const c = i + 2;
          intersection = checkGeometryIntersection(this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c);
          if (intersection) {
            intersection.faceIndex = Math.floor(i / 3);
            intersects2.push(intersection);
          }
        }
      }
    }
  }
};
function checkIntersection$1(object, material, raycaster, ray, pA, pB, pC, point) {
  let intersect2;
  if (material.side === BackSide) {
    intersect2 = ray.intersectTriangle(pC, pB, pA, true, point);
  } else {
    intersect2 = ray.intersectTriangle(pA, pB, pC, material.side === FrontSide, point);
  }
  if (intersect2 === null) return null;
  _intersectionPointWorld.copy(point);
  _intersectionPointWorld.applyMatrix4(object.matrixWorld);
  const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
  if (distance < raycaster.near || distance > raycaster.far) return null;
  return {
    distance,
    point: _intersectionPointWorld.clone(),
    object
  };
}
function checkGeometryIntersection(object, material, raycaster, ray, uv, uv1, normal, a, b, c) {
  object.getVertexPosition(a, _vA$1);
  object.getVertexPosition(b, _vB$1);
  object.getVertexPosition(c, _vC$1);
  const intersection = checkIntersection$1(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint);
  if (intersection) {
    const barycoord = new Vector3();
    Triangle.getBarycoord(_intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord);
    if (uv) {
      intersection.uv = Triangle.getInterpolatedAttribute(uv, a, b, c, barycoord, new Vector2());
    }
    if (uv1) {
      intersection.uv1 = Triangle.getInterpolatedAttribute(uv1, a, b, c, barycoord, new Vector2());
    }
    if (normal) {
      intersection.normal = Triangle.getInterpolatedAttribute(normal, a, b, c, barycoord, new Vector3());
      if (intersection.normal.dot(ray.direction) > 0) {
        intersection.normal.multiplyScalar(-1);
      }
    }
    const face = {
      a,
      b,
      c,
      normal: new Vector3(),
      materialIndex: 0
    };
    Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal);
    intersection.face = face;
    intersection.barycoord = barycoord;
  }
  return intersection;
}
var BoxGeometry = class _BoxGeometry extends BufferGeometry {
  /**
   * Constructs a new box geometry.
   *
   * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
   * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
   * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
   * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
   * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
   * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
   */
  constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {
    super();
    this.type = "BoxGeometry";
    this.parameters = {
      width,
      height,
      depth,
      widthSegments,
      heightSegments,
      depthSegments
    };
    const scope = this;
    widthSegments = Math.floor(widthSegments);
    heightSegments = Math.floor(heightSegments);
    depthSegments = Math.floor(depthSegments);
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    let numberOfVertices = 0;
    let groupStart = 0;
    buildPlane("z", "y", "x", -1, -1, depth, height, width, depthSegments, heightSegments, 0);
    buildPlane("z", "y", "x", 1, -1, depth, height, -width, depthSegments, heightSegments, 1);
    buildPlane("x", "z", "y", 1, 1, width, depth, height, widthSegments, depthSegments, 2);
    buildPlane("x", "z", "y", 1, -1, width, depth, -height, widthSegments, depthSegments, 3);
    buildPlane("x", "y", "z", 1, -1, width, height, depth, widthSegments, heightSegments, 4);
    buildPlane("x", "y", "z", -1, -1, width, height, -depth, widthSegments, heightSegments, 5);
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
    function buildPlane(u, v, w, udir, vdir, width2, height2, depth2, gridX, gridY, materialIndex) {
      const segmentWidth = width2 / gridX;
      const segmentHeight = height2 / gridY;
      const widthHalf = width2 / 2;
      const heightHalf = height2 / 2;
      const depthHalf = depth2 / 2;
      const gridX1 = gridX + 1;
      const gridY1 = gridY + 1;
      let vertexCounter = 0;
      let groupCount = 0;
      const vector = new Vector3();
      for (let iy = 0; iy < gridY1; iy++) {
        const y = iy * segmentHeight - heightHalf;
        for (let ix = 0; ix < gridX1; ix++) {
          const x = ix * segmentWidth - widthHalf;
          vector[u] = x * udir;
          vector[v] = y * vdir;
          vector[w] = depthHalf;
          vertices.push(vector.x, vector.y, vector.z);
          vector[u] = 0;
          vector[v] = 0;
          vector[w] = depth2 > 0 ? 1 : -1;
          normals.push(vector.x, vector.y, vector.z);
          uvs.push(ix / gridX);
          uvs.push(1 - iy / gridY);
          vertexCounter += 1;
        }
      }
      for (let iy = 0; iy < gridY; iy++) {
        for (let ix = 0; ix < gridX; ix++) {
          const a = numberOfVertices + ix + gridX1 * iy;
          const b = numberOfVertices + ix + gridX1 * (iy + 1);
          const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);
          const d = numberOfVertices + (ix + 1) + gridX1 * iy;
          indices.push(a, b, d);
          indices.push(b, c, d);
          groupCount += 6;
        }
      }
      scope.addGroup(groupStart, groupCount, materialIndex);
      groupStart += groupCount;
      numberOfVertices += vertexCounter;
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {BoxGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
  }
};
function cloneUniforms(src) {
  const dst = {};
  for (const u in src) {
    dst[u] = {};
    for (const p in src[u]) {
      const property = src[u][p];
      if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) {
        if (property.isRenderTargetTexture) {
          warn("UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().");
          dst[u][p] = null;
        } else {
          dst[u][p] = property.clone();
        }
      } else if (Array.isArray(property)) {
        dst[u][p] = property.slice();
      } else {
        dst[u][p] = property;
      }
    }
  }
  return dst;
}
function mergeUniforms(uniforms) {
  const merged = {};
  for (let u = 0; u < uniforms.length; u++) {
    const tmp2 = cloneUniforms(uniforms[u]);
    for (const p in tmp2) {
      merged[p] = tmp2[p];
    }
  }
  return merged;
}
function cloneUniformsGroups(src) {
  const dst = [];
  for (let u = 0; u < src.length; u++) {
    dst.push(src[u].clone());
  }
  return dst;
}
function getUnlitUniformColorSpace(renderer) {
  const currentRenderTarget = renderer.getRenderTarget();
  if (currentRenderTarget === null) {
    return renderer.outputColorSpace;
  }
  if (currentRenderTarget.isXRRenderTarget === true) {
    return currentRenderTarget.texture.colorSpace;
  }
  return ColorManagement.workingColorSpace;
}
var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
var default_vertex = "void main() {\n	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
var default_fragment = "void main() {\n	gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
var ShaderMaterial = class extends Material {
  /**
   * Constructs a new shader material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isShaderMaterial = true;
    this.type = "ShaderMaterial";
    this.defines = {};
    this.uniforms = {};
    this.uniformsGroups = [];
    this.vertexShader = default_vertex;
    this.fragmentShader = default_fragment;
    this.linewidth = 1;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.fog = false;
    this.lights = false;
    this.clipping = false;
    this.forceSinglePass = true;
    this.extensions = {
      clipCullDistance: false,
      // set to use vertex shader clipping
      multiDraw: false
      // set to use vertex shader multi_draw / enable gl_DrawID
    };
    this.defaultAttributeValues = {
      "color": [1, 1, 1],
      "uv": [0, 0],
      "uv1": [0, 0]
    };
    this.index0AttributeName = void 0;
    this.uniformsNeedUpdate = false;
    this.glslVersion = null;
    if (parameters !== void 0) {
      this.setValues(parameters);
    }
  }
  copy(source) {
    super.copy(source);
    this.fragmentShader = source.fragmentShader;
    this.vertexShader = source.vertexShader;
    this.uniforms = cloneUniforms(source.uniforms);
    this.uniformsGroups = cloneUniformsGroups(source.uniformsGroups);
    this.defines = Object.assign({}, source.defines);
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    this.fog = source.fog;
    this.lights = source.lights;
    this.clipping = source.clipping;
    this.extensions = Object.assign({}, source.extensions);
    this.glslVersion = source.glslVersion;
    this.defaultAttributeValues = Object.assign({}, source.defaultAttributeValues);
    this.index0AttributeName = source.index0AttributeName;
    this.uniformsNeedUpdate = source.uniformsNeedUpdate;
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.glslVersion = this.glslVersion;
    data.uniforms = {};
    for (const name in this.uniforms) {
      const uniform = this.uniforms[name];
      const value = uniform.value;
      if (value && value.isTexture) {
        data.uniforms[name] = {
          type: "t",
          value: value.toJSON(meta).uuid
        };
      } else if (value && value.isColor) {
        data.uniforms[name] = {
          type: "c",
          value: value.getHex()
        };
      } else if (value && value.isVector2) {
        data.uniforms[name] = {
          type: "v2",
          value: value.toArray()
        };
      } else if (value && value.isVector3) {
        data.uniforms[name] = {
          type: "v3",
          value: value.toArray()
        };
      } else if (value && value.isVector4) {
        data.uniforms[name] = {
          type: "v4",
          value: value.toArray()
        };
      } else if (value && value.isMatrix3) {
        data.uniforms[name] = {
          type: "m3",
          value: value.toArray()
        };
      } else if (value && value.isMatrix4) {
        data.uniforms[name] = {
          type: "m4",
          value: value.toArray()
        };
      } else {
        data.uniforms[name] = {
          value
        };
      }
    }
    if (Object.keys(this.defines).length > 0) data.defines = this.defines;
    data.vertexShader = this.vertexShader;
    data.fragmentShader = this.fragmentShader;
    data.lights = this.lights;
    data.clipping = this.clipping;
    const extensions = {};
    for (const key in this.extensions) {
      if (this.extensions[key] === true) extensions[key] = true;
    }
    if (Object.keys(extensions).length > 0) data.extensions = extensions;
    return data;
  }
};
var Camera = class extends Object3D {
  /**
   * Constructs a new camera.
   */
  constructor() {
    super();
    this.isCamera = true;
    this.type = "Camera";
    this.matrixWorldInverse = new Matrix4();
    this.projectionMatrix = new Matrix4();
    this.projectionMatrixInverse = new Matrix4();
    this.coordinateSystem = WebGLCoordinateSystem;
    this._reversedDepth = false;
  }
  /**
   * The flag that indicates whether the camera uses a reversed depth buffer.
   *
   * @type {boolean}
   * @default false
   */
  get reversedDepth() {
    return this._reversedDepth;
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.matrixWorldInverse.copy(source.matrixWorldInverse);
    this.projectionMatrix.copy(source.projectionMatrix);
    this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
    this.coordinateSystem = source.coordinateSystem;
    return this;
  }
  /**
   * Returns a vector representing the ("look") direction of the 3D object in world space.
   *
   * This method is overwritten since cameras have a different forward vector compared to other
   * 3D objects. A camera looks down its local, negative z-axis by default.
   *
   * @param {Vector3} target - The target vector the result is stored to.
   * @return {Vector3} The 3D object's direction in world space.
   */
  getWorldDirection(target) {
    return super.getWorldDirection(target).negate();
  }
  updateMatrixWorld(force) {
    super.updateMatrixWorld(force);
    this.matrixWorldInverse.copy(this.matrixWorld).invert();
  }
  updateWorldMatrix(updateParents, updateChildren) {
    super.updateWorldMatrix(updateParents, updateChildren);
    this.matrixWorldInverse.copy(this.matrixWorld).invert();
  }
  clone() {
    return new this.constructor().copy(this);
  }
};
var _v3$1 = new Vector3();
var _minTarget = new Vector2();
var _maxTarget = new Vector2();
var PerspectiveCamera = class extends Camera {
  /**
   * Constructs a new perspective camera.
   *
   * @param {number} [fov=50] - The vertical field of view.
   * @param {number} [aspect=1] - The aspect ratio.
   * @param {number} [near=0.1] - The camera's near plane.
   * @param {number} [far=2000] - The camera's far plane.
   */
  constructor(fov2 = 50, aspect2 = 1, near = 0.1, far = 2e3) {
    super();
    this.isPerspectiveCamera = true;
    this.type = "PerspectiveCamera";
    this.fov = fov2;
    this.zoom = 1;
    this.near = near;
    this.far = far;
    this.focus = 10;
    this.aspect = aspect2;
    this.view = null;
    this.filmGauge = 35;
    this.filmOffset = 0;
    this.updateProjectionMatrix();
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.fov = source.fov;
    this.zoom = source.zoom;
    this.near = source.near;
    this.far = source.far;
    this.focus = source.focus;
    this.aspect = source.aspect;
    this.view = source.view === null ? null : Object.assign({}, source.view);
    this.filmGauge = source.filmGauge;
    this.filmOffset = source.filmOffset;
    return this;
  }
  /**
   * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
   *
   * The default film gauge is 35, so that the focal length can be specified for
   * a 35mm (full frame) camera.
   *
   * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
   */
  setFocalLength(focalLength) {
    const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
    this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);
    this.updateProjectionMatrix();
  }
  /**
   * Returns the focal length from the current {@link PerspectiveCamera#fov} and
   * {@link PerspectiveCamera#filmGauge}.
   *
   * @return {number} The computed focal length.
   */
  getFocalLength() {
    const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov);
    return 0.5 * this.getFilmHeight() / vExtentSlope;
  }
  /**
   * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
   *
   * @return {number} The effective FOV.
   */
  getEffectiveFOV() {
    return RAD2DEG * 2 * Math.atan(
      Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom
    );
  }
  /**
   * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
   * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
   *
   * @return {number} The film width.
   */
  getFilmWidth() {
    return this.filmGauge * Math.min(this.aspect, 1);
  }
  /**
   * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
   * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
   *
   * @return {number} The film width.
   */
  getFilmHeight() {
    return this.filmGauge / Math.max(this.aspect, 1);
  }
  /**
   * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
   * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
   *
   * @param {number} distance - The viewing distance.
   * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
   * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
   */
  getViewBounds(distance, minTarget, maxTarget) {
    _v3$1.set(-1, -1, 0.5).applyMatrix4(this.projectionMatrixInverse);
    minTarget.set(_v3$1.x, _v3$1.y).multiplyScalar(-distance / _v3$1.z);
    _v3$1.set(1, 1, 0.5).applyMatrix4(this.projectionMatrixInverse);
    maxTarget.set(_v3$1.x, _v3$1.y).multiplyScalar(-distance / _v3$1.z);
  }
  /**
   * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
   *
   * @param {number} distance - The viewing distance.
   * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
   * @returns {Vector2} The view size.
   */
  getViewSize(distance, target) {
    this.getViewBounds(distance, _minTarget, _maxTarget);
    return target.subVectors(_maxTarget, _minTarget);
  }
  /**
   * Sets an offset in a larger frustum. This is useful for multi-window or
   * multi-monitor/multi-machine setups.
   *
   * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
   * the monitors are in grid like this
   *```
   *   +---+---+---+
   *   | A | B | C |
   *   +---+---+---+
   *   | D | E | F |
   *   +---+---+---+
   *```
   * then for each monitor you would call it like this:
   *```js
   * const w = 1920;
   * const h = 1080;
   * const fullWidth = w * 3;
   * const fullHeight = h * 2;
   *
   * // --A--
   * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
   * // --B--
   * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
   * // --C--
   * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
   * // --D--
   * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
   * // --E--
   * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
   * // --F--
   * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
   * ```
   *
   * Note there is no reason monitors have to be the same size or in a grid.
   *
   * @param {number} fullWidth - The full width of multiview setup.
   * @param {number} fullHeight - The full height of multiview setup.
   * @param {number} x - The horizontal offset of the subcamera.
   * @param {number} y - The vertical offset of the subcamera.
   * @param {number} width - The width of subcamera.
   * @param {number} height - The height of subcamera.
   */
  setViewOffset(fullWidth, fullHeight, x, y, width, height) {
    this.aspect = fullWidth / fullHeight;
    if (this.view === null) {
      this.view = {
        enabled: true,
        fullWidth: 1,
        fullHeight: 1,
        offsetX: 0,
        offsetY: 0,
        width: 1,
        height: 1
      };
    }
    this.view.enabled = true;
    this.view.fullWidth = fullWidth;
    this.view.fullHeight = fullHeight;
    this.view.offsetX = x;
    this.view.offsetY = y;
    this.view.width = width;
    this.view.height = height;
    this.updateProjectionMatrix();
  }
  /**
   * Removes the view offset from the projection matrix.
   */
  clearViewOffset() {
    if (this.view !== null) {
      this.view.enabled = false;
    }
    this.updateProjectionMatrix();
  }
  /**
   * Updates the camera's projection matrix. Must be called after any change of
   * camera properties.
   */
  updateProjectionMatrix() {
    const near = this.near;
    let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom;
    let height = 2 * top;
    let width = this.aspect * height;
    let left = -0.5 * width;
    const view = this.view;
    if (this.view !== null && this.view.enabled) {
      const fullWidth = view.fullWidth, fullHeight = view.fullHeight;
      left += view.offsetX * width / fullWidth;
      top -= view.offsetY * height / fullHeight;
      width *= view.width / fullWidth;
      height *= view.height / fullHeight;
    }
    const skew = this.filmOffset;
    if (skew !== 0) left += near * skew / this.getFilmWidth();
    this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth);
    this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.fov = this.fov;
    data.object.zoom = this.zoom;
    data.object.near = this.near;
    data.object.far = this.far;
    data.object.focus = this.focus;
    data.object.aspect = this.aspect;
    if (this.view !== null) data.object.view = Object.assign({}, this.view);
    data.object.filmGauge = this.filmGauge;
    data.object.filmOffset = this.filmOffset;
    return data;
  }
};
var fov = -90;
var aspect = 1;
var CubeCamera = class extends Object3D {
  /**
   * Constructs a new cube camera.
   *
   * @param {number} near - The camera's near plane.
   * @param {number} far - The camera's far plane.
   * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
   */
  constructor(near, far, renderTarget) {
    super();
    this.type = "CubeCamera";
    this.renderTarget = renderTarget;
    this.coordinateSystem = null;
    this.activeMipmapLevel = 0;
    const cameraPX = new PerspectiveCamera(fov, aspect, near, far);
    cameraPX.layers = this.layers;
    this.add(cameraPX);
    const cameraNX = new PerspectiveCamera(fov, aspect, near, far);
    cameraNX.layers = this.layers;
    this.add(cameraNX);
    const cameraPY = new PerspectiveCamera(fov, aspect, near, far);
    cameraPY.layers = this.layers;
    this.add(cameraPY);
    const cameraNY = new PerspectiveCamera(fov, aspect, near, far);
    cameraNY.layers = this.layers;
    this.add(cameraNY);
    const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
    cameraPZ.layers = this.layers;
    this.add(cameraPZ);
    const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
    cameraNZ.layers = this.layers;
    this.add(cameraNZ);
  }
  /**
   * Must be called when the coordinate system of the cube camera is changed.
   */
  updateCoordinateSystem() {
    const coordinateSystem = this.coordinateSystem;
    const cameras = this.children.concat();
    const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = cameras;
    for (const camera of cameras) this.remove(camera);
    if (coordinateSystem === WebGLCoordinateSystem) {
      cameraPX.up.set(0, 1, 0);
      cameraPX.lookAt(1, 0, 0);
      cameraNX.up.set(0, 1, 0);
      cameraNX.lookAt(-1, 0, 0);
      cameraPY.up.set(0, 0, -1);
      cameraPY.lookAt(0, 1, 0);
      cameraNY.up.set(0, 0, 1);
      cameraNY.lookAt(0, -1, 0);
      cameraPZ.up.set(0, 1, 0);
      cameraPZ.lookAt(0, 0, 1);
      cameraNZ.up.set(0, 1, 0);
      cameraNZ.lookAt(0, 0, -1);
    } else if (coordinateSystem === WebGPUCoordinateSystem) {
      cameraPX.up.set(0, -1, 0);
      cameraPX.lookAt(-1, 0, 0);
      cameraNX.up.set(0, -1, 0);
      cameraNX.lookAt(1, 0, 0);
      cameraPY.up.set(0, 0, 1);
      cameraPY.lookAt(0, 1, 0);
      cameraNY.up.set(0, 0, -1);
      cameraNY.lookAt(0, -1, 0);
      cameraPZ.up.set(0, -1, 0);
      cameraPZ.lookAt(0, 0, 1);
      cameraNZ.up.set(0, -1, 0);
      cameraNZ.lookAt(0, 0, -1);
    } else {
      throw new Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: " + coordinateSystem);
    }
    for (const camera of cameras) {
      this.add(camera);
      camera.updateMatrixWorld();
    }
  }
  /**
   * Calling this method will render the given scene with the given renderer
   * into the cube render target of the camera.
   *
   * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
   * @param {Scene} scene - The scene to render.
   */
  update(renderer, scene) {
    if (this.parent === null) this.updateMatrixWorld();
    const { renderTarget, activeMipmapLevel } = this;
    if (this.coordinateSystem !== renderer.coordinateSystem) {
      this.coordinateSystem = renderer.coordinateSystem;
      this.updateCoordinateSystem();
    }
    const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;
    const currentRenderTarget = renderer.getRenderTarget();
    const currentActiveCubeFace = renderer.getActiveCubeFace();
    const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
    const currentXrEnabled = renderer.xr.enabled;
    renderer.xr.enabled = false;
    const generateMipmaps = renderTarget.texture.generateMipmaps;
    renderTarget.texture.generateMipmaps = false;
    renderer.setRenderTarget(renderTarget, 0, activeMipmapLevel);
    renderer.render(scene, cameraPX);
    renderer.setRenderTarget(renderTarget, 1, activeMipmapLevel);
    renderer.render(scene, cameraNX);
    renderer.setRenderTarget(renderTarget, 2, activeMipmapLevel);
    renderer.render(scene, cameraPY);
    renderer.setRenderTarget(renderTarget, 3, activeMipmapLevel);
    renderer.render(scene, cameraNY);
    renderer.setRenderTarget(renderTarget, 4, activeMipmapLevel);
    renderer.render(scene, cameraPZ);
    renderTarget.texture.generateMipmaps = generateMipmaps;
    renderer.setRenderTarget(renderTarget, 5, activeMipmapLevel);
    renderer.render(scene, cameraNZ);
    renderer.setRenderTarget(currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel);
    renderer.xr.enabled = currentXrEnabled;
    renderTarget.texture.needsPMREMUpdate = true;
  }
};
var CubeTexture = class extends Texture {
  /**
   * Constructs a new cube texture.
   *
   * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
   * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=LinearFilter] - The mag filter value.
   * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
   * @param {number} [format=RGBAFormat] - The texture format.
   * @param {number} [type=UnsignedByteType] - The texture type.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   * @param {string} [colorSpace=NoColorSpace] - The color space value.
   */
  constructor(images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace) {
    super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace);
    this.isCubeTexture = true;
    this.flipY = false;
  }
  /**
   * Alias for {@link CubeTexture#image}.
   *
   * @type {Array<Image>}
   */
  get images() {
    return this.image;
  }
  set images(value) {
    this.image = value;
  }
};
var WebGLCubeRenderTarget = class extends WebGLRenderTarget {
  /**
   * Constructs a new cube render target.
   *
   * @param {number} [size=1] - The size of the render target.
   * @param {RenderTarget~Options} [options] - The configuration object.
   */
  constructor(size = 1, options = {}) {
    super(size, size, options);
    this.isWebGLCubeRenderTarget = true;
    const image = { width: size, height: size, depth: 1 };
    const images = [image, image, image, image, image, image];
    this.texture = new CubeTexture(images);
    this._setTextureOptions(options);
    this.texture.isRenderTargetTexture = true;
  }
  /**
   * Converts the given equirectangular texture to a cube map.
   *
   * @param {WebGLRenderer} renderer - The renderer.
   * @param {Texture} texture - The equirectangular texture.
   * @return {WebGLCubeRenderTarget} A reference to this cube render target.
   */
  fromEquirectangularTexture(renderer, texture) {
    this.texture.type = texture.type;
    this.texture.colorSpace = texture.colorSpace;
    this.texture.generateMipmaps = texture.generateMipmaps;
    this.texture.minFilter = texture.minFilter;
    this.texture.magFilter = texture.magFilter;
    const shader = {
      uniforms: {
        tEquirect: { value: null }
      },
      vertexShader: (
        /* glsl */
        `

				varying vec3 vWorldDirection;

				vec3 transformDirection( in vec3 dir, in mat4 matrix ) {

					return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );

				}

				void main() {

					vWorldDirection = transformDirection( position, modelMatrix );

					#include <begin_vertex>
					#include <project_vertex>

				}
			`
      ),
      fragmentShader: (
        /* glsl */
        `

				uniform sampler2D tEquirect;

				varying vec3 vWorldDirection;

				#include <common>

				void main() {

					vec3 direction = normalize( vWorldDirection );

					vec2 sampleUV = equirectUv( direction );

					gl_FragColor = texture2D( tEquirect, sampleUV );

				}
			`
      )
    };
    const geometry = new BoxGeometry(5, 5, 5);
    const material = new ShaderMaterial({
      name: "CubemapFromEquirect",
      uniforms: cloneUniforms(shader.uniforms),
      vertexShader: shader.vertexShader,
      fragmentShader: shader.fragmentShader,
      side: BackSide,
      blending: NoBlending
    });
    material.uniforms.tEquirect.value = texture;
    const mesh = new Mesh(geometry, material);
    const currentMinFilter = texture.minFilter;
    if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
    const camera = new CubeCamera(1, 10, this);
    camera.update(renderer, mesh);
    texture.minFilter = currentMinFilter;
    mesh.geometry.dispose();
    mesh.material.dispose();
    return this;
  }
  /**
   * Clears this cube render target.
   *
   * @param {WebGLRenderer} renderer - The renderer.
   * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
   * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
   * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
   */
  clear(renderer, color = true, depth = true, stencil = true) {
    const currentRenderTarget = renderer.getRenderTarget();
    for (let i = 0; i < 6; i++) {
      renderer.setRenderTarget(this, i);
      renderer.clear(color, depth, stencil);
    }
    renderer.setRenderTarget(currentRenderTarget);
  }
};
var Group = class extends Object3D {
  constructor() {
    super();
    this.isGroup = true;
    this.type = "Group";
  }
};
var _moveEvent = { type: "move" };
var WebXRController = class {
  /**
   * Constructs a new XR controller.
   */
  constructor() {
    this._targetRay = null;
    this._grip = null;
    this._hand = null;
  }
  /**
   * Returns a group representing the hand space of the XR controller.
   *
   * @return {Group} A group representing the hand space of the XR controller.
   */
  getHandSpace() {
    if (this._hand === null) {
      this._hand = new Group();
      this._hand.matrixAutoUpdate = false;
      this._hand.visible = false;
      this._hand.joints = {};
      this._hand.inputState = { pinching: false };
    }
    return this._hand;
  }
  /**
   * Returns a group representing the target ray space of the XR controller.
   *
   * @return {Group} A group representing the target ray space of the XR controller.
   */
  getTargetRaySpace() {
    if (this._targetRay === null) {
      this._targetRay = new Group();
      this._targetRay.matrixAutoUpdate = false;
      this._targetRay.visible = false;
      this._targetRay.hasLinearVelocity = false;
      this._targetRay.linearVelocity = new Vector3();
      this._targetRay.hasAngularVelocity = false;
      this._targetRay.angularVelocity = new Vector3();
    }
    return this._targetRay;
  }
  /**
   * Returns a group representing the grip space of the XR controller.
   *
   * @return {Group} A group representing the grip space of the XR controller.
   */
  getGripSpace() {
    if (this._grip === null) {
      this._grip = new Group();
      this._grip.matrixAutoUpdate = false;
      this._grip.visible = false;
      this._grip.hasLinearVelocity = false;
      this._grip.linearVelocity = new Vector3();
      this._grip.hasAngularVelocity = false;
      this._grip.angularVelocity = new Vector3();
    }
    return this._grip;
  }
  /**
   * Dispatches the given event to the groups representing
   * the different coordinate spaces of the XR controller.
   *
   * @param {Object} event - The event to dispatch.
   * @return {WebXRController} A reference to this instance.
   */
  dispatchEvent(event) {
    if (this._targetRay !== null) {
      this._targetRay.dispatchEvent(event);
    }
    if (this._grip !== null) {
      this._grip.dispatchEvent(event);
    }
    if (this._hand !== null) {
      this._hand.dispatchEvent(event);
    }
    return this;
  }
  /**
   * Connects the controller with the given XR input source.
   *
   * @param {XRInputSource} inputSource - The input source.
   * @return {WebXRController} A reference to this instance.
   */
  connect(inputSource) {
    if (inputSource && inputSource.hand) {
      const hand = this._hand;
      if (hand) {
        for (const inputjoint of inputSource.hand.values()) {
          this._getHandJoint(hand, inputjoint);
        }
      }
    }
    this.dispatchEvent({ type: "connected", data: inputSource });
    return this;
  }
  /**
   * Disconnects the controller from the given XR input source.
   *
   * @param {XRInputSource} inputSource - The input source.
   * @return {WebXRController} A reference to this instance.
   */
  disconnect(inputSource) {
    this.dispatchEvent({ type: "disconnected", data: inputSource });
    if (this._targetRay !== null) {
      this._targetRay.visible = false;
    }
    if (this._grip !== null) {
      this._grip.visible = false;
    }
    if (this._hand !== null) {
      this._hand.visible = false;
    }
    return this;
  }
  /**
   * Updates the controller with the given input source, XR frame and reference space.
   * This updates the transformations of the groups that represent the different
   * coordinate systems of the controller.
   *
   * @param {XRInputSource} inputSource - The input source.
   * @param {XRFrame} frame - The XR frame.
   * @param {XRReferenceSpace} referenceSpace - The reference space.
   * @return {WebXRController} A reference to this instance.
   */
  update(inputSource, frame, referenceSpace) {
    let inputPose = null;
    let gripPose = null;
    let handPose = null;
    const targetRay = this._targetRay;
    const grip = this._grip;
    const hand = this._hand;
    if (inputSource && frame.session.visibilityState !== "visible-blurred") {
      if (hand && inputSource.hand) {
        handPose = true;
        for (const inputjoint of inputSource.hand.values()) {
          const jointPose = frame.getJointPose(inputjoint, referenceSpace);
          const joint = this._getHandJoint(hand, inputjoint);
          if (jointPose !== null) {
            joint.matrix.fromArray(jointPose.transform.matrix);
            joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
            joint.matrixWorldNeedsUpdate = true;
            joint.jointRadius = jointPose.radius;
          }
          joint.visible = jointPose !== null;
        }
        const indexTip = hand.joints["index-finger-tip"];
        const thumbTip = hand.joints["thumb-tip"];
        const distance = indexTip.position.distanceTo(thumbTip.position);
        const distanceToPinch = 0.02;
        const threshold = 5e-3;
        if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
          hand.inputState.pinching = false;
          this.dispatchEvent({
            type: "pinchend",
            handedness: inputSource.handedness,
            target: this
          });
        } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
          hand.inputState.pinching = true;
          this.dispatchEvent({
            type: "pinchstart",
            handedness: inputSource.handedness,
            target: this
          });
        }
      } else {
        if (grip !== null && inputSource.gripSpace) {
          gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
          if (gripPose !== null) {
            grip.matrix.fromArray(gripPose.transform.matrix);
            grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
            grip.matrixWorldNeedsUpdate = true;
            if (gripPose.linearVelocity) {
              grip.hasLinearVelocity = true;
              grip.linearVelocity.copy(gripPose.linearVelocity);
            } else {
              grip.hasLinearVelocity = false;
            }
            if (gripPose.angularVelocity) {
              grip.hasAngularVelocity = true;
              grip.angularVelocity.copy(gripPose.angularVelocity);
            } else {
              grip.hasAngularVelocity = false;
            }
          }
        }
      }
      if (targetRay !== null) {
        inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
        if (inputPose === null && gripPose !== null) {
          inputPose = gripPose;
        }
        if (inputPose !== null) {
          targetRay.matrix.fromArray(inputPose.transform.matrix);
          targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
          targetRay.matrixWorldNeedsUpdate = true;
          if (inputPose.linearVelocity) {
            targetRay.hasLinearVelocity = true;
            targetRay.linearVelocity.copy(inputPose.linearVelocity);
          } else {
            targetRay.hasLinearVelocity = false;
          }
          if (inputPose.angularVelocity) {
            targetRay.hasAngularVelocity = true;
            targetRay.angularVelocity.copy(inputPose.angularVelocity);
          } else {
            targetRay.hasAngularVelocity = false;
          }
          this.dispatchEvent(_moveEvent);
        }
      }
    }
    if (targetRay !== null) {
      targetRay.visible = inputPose !== null;
    }
    if (grip !== null) {
      grip.visible = gripPose !== null;
    }
    if (hand !== null) {
      hand.visible = handPose !== null;
    }
    return this;
  }
  /**
   * Returns a group representing the hand joint for the given input joint.
   *
   * @private
   * @param {Group} hand - The group representing the hand space.
   * @param {XRJointSpace} inputjoint - The hand joint data.
   * @return {Group} A group representing the hand joint for the given input joint.
   */
  _getHandJoint(hand, inputjoint) {
    if (hand.joints[inputjoint.jointName] === void 0) {
      const joint = new Group();
      joint.matrixAutoUpdate = false;
      joint.visible = false;
      hand.joints[inputjoint.jointName] = joint;
      hand.add(joint);
    }
    return hand.joints[inputjoint.jointName];
  }
};
var FogExp2 = class _FogExp2 {
  /**
   * Constructs a new fog.
   *
   * @param {number|Color} color - The fog's color.
   * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
   */
  constructor(color, density = 25e-5) {
    this.isFogExp2 = true;
    this.name = "";
    this.color = new Color(color);
    this.density = density;
  }
  /**
   * Returns a new fog with copied values from this instance.
   *
   * @return {FogExp2} A clone of this instance.
   */
  clone() {
    return new _FogExp2(this.color, this.density);
  }
  /**
   * Serializes the fog into JSON.
   *
   * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
   * @return {Object} A JSON object representing the serialized fog
   */
  toJSON() {
    return {
      type: "FogExp2",
      name: this.name,
      color: this.color.getHex(),
      density: this.density
    };
  }
};
var Fog = class _Fog {
  /**
   * Constructs a new fog.
   *
   * @param {number|Color} color - The fog's color.
   * @param {number} [near=1] - The minimum distance to start applying fog.
   * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
   */
  constructor(color, near = 1, far = 1e3) {
    this.isFog = true;
    this.name = "";
    this.color = new Color(color);
    this.near = near;
    this.far = far;
  }
  /**
   * Returns a new fog with copied values from this instance.
   *
   * @return {Fog} A clone of this instance.
   */
  clone() {
    return new _Fog(this.color, this.near, this.far);
  }
  /**
   * Serializes the fog into JSON.
   *
   * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
   * @return {Object} A JSON object representing the serialized fog
   */
  toJSON() {
    return {
      type: "Fog",
      name: this.name,
      color: this.color.getHex(),
      near: this.near,
      far: this.far
    };
  }
};
var Scene = class extends Object3D {
  /**
   * Constructs a new scene.
   */
  constructor() {
    super();
    this.isScene = true;
    this.type = "Scene";
    this.background = null;
    this.environment = null;
    this.fog = null;
    this.backgroundBlurriness = 0;
    this.backgroundIntensity = 1;
    this.backgroundRotation = new Euler();
    this.environmentIntensity = 1;
    this.environmentRotation = new Euler();
    this.overrideMaterial = null;
    if (typeof __THREE_DEVTOOLS__ !== "undefined") {
      __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe", { detail: this }));
    }
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    if (source.background !== null) this.background = source.background.clone();
    if (source.environment !== null) this.environment = source.environment.clone();
    if (source.fog !== null) this.fog = source.fog.clone();
    this.backgroundBlurriness = source.backgroundBlurriness;
    this.backgroundIntensity = source.backgroundIntensity;
    this.backgroundRotation.copy(source.backgroundRotation);
    this.environmentIntensity = source.environmentIntensity;
    this.environmentRotation.copy(source.environmentRotation);
    if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();
    this.matrixAutoUpdate = source.matrixAutoUpdate;
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    if (this.fog !== null) data.object.fog = this.fog.toJSON();
    if (this.backgroundBlurriness > 0) data.object.backgroundBlurriness = this.backgroundBlurriness;
    if (this.backgroundIntensity !== 1) data.object.backgroundIntensity = this.backgroundIntensity;
    data.object.backgroundRotation = this.backgroundRotation.toArray();
    if (this.environmentIntensity !== 1) data.object.environmentIntensity = this.environmentIntensity;
    data.object.environmentRotation = this.environmentRotation.toArray();
    return data;
  }
};
var InterleavedBuffer = class {
  /**
   * Constructs a new interleaved buffer.
   *
   * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
   * @param {number} stride - The number of typed-array elements per vertex.
   */
  constructor(array, stride) {
    this.isInterleavedBuffer = true;
    this.array = array;
    this.stride = stride;
    this.count = array !== void 0 ? array.length / stride : 0;
    this.usage = StaticDrawUsage;
    this.updateRanges = [];
    this.version = 0;
    this.uuid = generateUUID();
  }
  /**
   * A callback function that is executed after the renderer has transferred the attribute array
   * data to the GPU.
   */
  onUploadCallback() {
  }
  /**
   * Flag to indicate that this attribute has changed and should be re-sent to
   * the GPU. Set this to `true` when you modify the value of the array.
   *
   * @type {number}
   * @default false
   * @param {boolean} value
   */
  set needsUpdate(value) {
    if (value === true) this.version++;
  }
  /**
   * Sets the usage of this interleaved buffer.
   *
   * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
   * @return {InterleavedBuffer} A reference to this interleaved buffer.
   */
  setUsage(value) {
    this.usage = value;
    return this;
  }
  /**
   * Adds a range of data in the data array to be updated on the GPU.
   *
   * @param {number} start - Position at which to start update.
   * @param {number} count - The number of components to update.
   */
  addUpdateRange(start, count) {
    this.updateRanges.push({ start, count });
  }
  /**
   * Clears the update ranges.
   */
  clearUpdateRanges() {
    this.updateRanges.length = 0;
  }
  /**
   * Copies the values of the given interleaved buffer to this instance.
   *
   * @param {InterleavedBuffer} source - The interleaved buffer to copy.
   * @return {InterleavedBuffer} A reference to this instance.
   */
  copy(source) {
    this.array = new source.array.constructor(source.array);
    this.count = source.count;
    this.stride = source.stride;
    this.usage = source.usage;
    return this;
  }
  /**
   * Copies a vector from the given interleaved buffer to this one. The start
   * and destination position in the attribute buffers are represented by the
   * given indices.
   *
   * @param {number} index1 - The destination index into this interleaved buffer.
   * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
   * @param {number} index2 - The source index into the given interleaved buffer.
   * @return {InterleavedBuffer} A reference to this instance.
   */
  copyAt(index1, interleavedBuffer, index2) {
    index1 *= this.stride;
    index2 *= interleavedBuffer.stride;
    for (let i = 0, l = this.stride; i < l; i++) {
      this.array[index1 + i] = interleavedBuffer.array[index2 + i];
    }
    return this;
  }
  /**
   * Sets the given array data in the interleaved buffer.
   *
   * @param {(TypedArray|Array)} value - The array data to set.
   * @param {number} [offset=0] - The offset in this interleaved buffer's array.
   * @return {InterleavedBuffer} A reference to this instance.
   */
  set(value, offset = 0) {
    this.array.set(value, offset);
    return this;
  }
  /**
   * Returns a new interleaved buffer with copied values from this instance.
   *
   * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
   * @return {InterleavedBuffer} A clone of this instance.
   */
  clone(data) {
    if (data.arrayBuffers === void 0) {
      data.arrayBuffers = {};
    }
    if (this.array.buffer._uuid === void 0) {
      this.array.buffer._uuid = generateUUID();
    }
    if (data.arrayBuffers[this.array.buffer._uuid] === void 0) {
      data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
    }
    const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
    const ib = new this.constructor(array, this.stride);
    ib.setUsage(this.usage);
    return ib;
  }
  /**
   * Sets the given callback function that is executed after the Renderer has transferred
   * the array data to the GPU. Can be used to perform clean-up operations after
   * the upload when data are not needed anymore on the CPU side.
   *
   * @param {Function} callback - The `onUpload()` callback.
   * @return {InterleavedBuffer} A reference to this instance.
   */
  onUpload(callback) {
    this.onUploadCallback = callback;
    return this;
  }
  /**
   * Serializes the interleaved buffer into JSON.
   *
   * @param {Object} [data] - An optional value holding meta information about the serialization.
   * @return {Object} A JSON object representing the serialized interleaved buffer.
   */
  toJSON(data) {
    if (data.arrayBuffers === void 0) {
      data.arrayBuffers = {};
    }
    if (this.array.buffer._uuid === void 0) {
      this.array.buffer._uuid = generateUUID();
    }
    if (data.arrayBuffers[this.array.buffer._uuid] === void 0) {
      data.arrayBuffers[this.array.buffer._uuid] = Array.from(new Uint32Array(this.array.buffer));
    }
    return {
      uuid: this.uuid,
      buffer: this.array.buffer._uuid,
      type: this.array.constructor.name,
      stride: this.stride
    };
  }
};
var _vector$7 = new Vector3();
var InterleavedBufferAttribute = class _InterleavedBufferAttribute {
  /**
   * Constructs a new interleaved buffer attribute.
   *
   * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
   * @param {number} itemSize - The item size.
   * @param {number} offset - The attribute offset into the buffer.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(interleavedBuffer, itemSize, offset, normalized = false) {
    this.isInterleavedBufferAttribute = true;
    this.name = "";
    this.data = interleavedBuffer;
    this.itemSize = itemSize;
    this.offset = offset;
    this.normalized = normalized;
  }
  /**
   * The item count of this buffer attribute.
   *
   * @type {number}
   * @readonly
   */
  get count() {
    return this.data.count;
  }
  /**
   * The array holding the interleaved buffer attribute data.
   *
   * @type {TypedArray}
   */
  get array() {
    return this.data.array;
  }
  /**
   * Flag to indicate that this attribute has changed and should be re-sent to
   * the GPU. Set this to `true` when you modify the value of the array.
   *
   * @type {number}
   * @default false
   * @param {boolean} value
   */
  set needsUpdate(value) {
    this.data.needsUpdate = value;
  }
  /**
   * Applies the given 4x4 matrix to the given attribute. Only works with
   * item size `3`.
   *
   * @param {Matrix4} m - The matrix to apply.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  applyMatrix4(m) {
    for (let i = 0, l = this.data.count; i < l; i++) {
      _vector$7.fromBufferAttribute(this, i);
      _vector$7.applyMatrix4(m);
      this.setXYZ(i, _vector$7.x, _vector$7.y, _vector$7.z);
    }
    return this;
  }
  /**
   * Applies the given 3x3 normal matrix to the given attribute. Only works with
   * item size `3`.
   *
   * @param {Matrix3} m - The normal matrix to apply.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  applyNormalMatrix(m) {
    for (let i = 0, l = this.count; i < l; i++) {
      _vector$7.fromBufferAttribute(this, i);
      _vector$7.applyNormalMatrix(m);
      this.setXYZ(i, _vector$7.x, _vector$7.y, _vector$7.z);
    }
    return this;
  }
  /**
   * Applies the given 4x4 matrix to the given attribute. Only works with
   * item size `3` and with direction vectors.
   *
   * @param {Matrix4} m - The matrix to apply.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  transformDirection(m) {
    for (let i = 0, l = this.count; i < l; i++) {
      _vector$7.fromBufferAttribute(this, i);
      _vector$7.transformDirection(m);
      this.setXYZ(i, _vector$7.x, _vector$7.y, _vector$7.z);
    }
    return this;
  }
  /**
   * Returns the given component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} component - The component index.
   * @return {number} The returned value.
   */
  getComponent(index, component) {
    let value = this.array[index * this.data.stride + this.offset + component];
    if (this.normalized) value = denormalize(value, this.array);
    return value;
  }
  /**
   * Sets the given value to the given component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} component - The component index.
   * @param {number} value - The value to set.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  setComponent(index, component, value) {
    if (this.normalized) value = normalize(value, this.array);
    this.data.array[index * this.data.stride + this.offset + component] = value;
    return this;
  }
  /**
   * Sets the x component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} x - The value to set.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  setX(index, x) {
    if (this.normalized) x = normalize(x, this.array);
    this.data.array[index * this.data.stride + this.offset] = x;
    return this;
  }
  /**
   * Sets the y component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} y - The value to set.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  setY(index, y) {
    if (this.normalized) y = normalize(y, this.array);
    this.data.array[index * this.data.stride + this.offset + 1] = y;
    return this;
  }
  /**
   * Sets the z component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} z - The value to set.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  setZ(index, z) {
    if (this.normalized) z = normalize(z, this.array);
    this.data.array[index * this.data.stride + this.offset + 2] = z;
    return this;
  }
  /**
   * Sets the w component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} w - The value to set.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  setW(index, w) {
    if (this.normalized) w = normalize(w, this.array);
    this.data.array[index * this.data.stride + this.offset + 3] = w;
    return this;
  }
  /**
   * Returns the x component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @return {number} The x component.
   */
  getX(index) {
    let x = this.data.array[index * this.data.stride + this.offset];
    if (this.normalized) x = denormalize(x, this.array);
    return x;
  }
  /**
   * Returns the y component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @return {number} The y component.
   */
  getY(index) {
    let y = this.data.array[index * this.data.stride + this.offset + 1];
    if (this.normalized) y = denormalize(y, this.array);
    return y;
  }
  /**
   * Returns the z component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @return {number} The z component.
   */
  getZ(index) {
    let z = this.data.array[index * this.data.stride + this.offset + 2];
    if (this.normalized) z = denormalize(z, this.array);
    return z;
  }
  /**
   * Returns the w component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @return {number} The w component.
   */
  getW(index) {
    let w = this.data.array[index * this.data.stride + this.offset + 3];
    if (this.normalized) w = denormalize(w, this.array);
    return w;
  }
  /**
   * Sets the x and y component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} x - The value for the x component to set.
   * @param {number} y - The value for the y component to set.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  setXY(index, x, y) {
    index = index * this.data.stride + this.offset;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
    }
    this.data.array[index + 0] = x;
    this.data.array[index + 1] = y;
    return this;
  }
  /**
   * Sets the x, y and z component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} x - The value for the x component to set.
   * @param {number} y - The value for the y component to set.
   * @param {number} z - The value for the z component to set.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  setXYZ(index, x, y, z) {
    index = index * this.data.stride + this.offset;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
      z = normalize(z, this.array);
    }
    this.data.array[index + 0] = x;
    this.data.array[index + 1] = y;
    this.data.array[index + 2] = z;
    return this;
  }
  /**
   * Sets the x, y, z and w component of the vector at the given index.
   *
   * @param {number} index - The index into the buffer attribute.
   * @param {number} x - The value for the x component to set.
   * @param {number} y - The value for the y component to set.
   * @param {number} z - The value for the z component to set.
   * @param {number} w - The value for the w component to set.
   * @return {InterleavedBufferAttribute} A reference to this instance.
   */
  setXYZW(index, x, y, z, w) {
    index = index * this.data.stride + this.offset;
    if (this.normalized) {
      x = normalize(x, this.array);
      y = normalize(y, this.array);
      z = normalize(z, this.array);
      w = normalize(w, this.array);
    }
    this.data.array[index + 0] = x;
    this.data.array[index + 1] = y;
    this.data.array[index + 2] = z;
    this.data.array[index + 3] = w;
    return this;
  }
  /**
   * Returns a new buffer attribute with copied values from this instance.
   *
   * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
   *
   * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
   * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
   */
  clone(data) {
    if (data === void 0) {
      log("InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.");
      const array = [];
      for (let i = 0; i < this.count; i++) {
        const index = i * this.data.stride + this.offset;
        for (let j = 0; j < this.itemSize; j++) {
          array.push(this.data.array[index + j]);
        }
      }
      return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
    } else {
      if (data.interleavedBuffers === void 0) {
        data.interleavedBuffers = {};
      }
      if (data.interleavedBuffers[this.data.uuid] === void 0) {
        data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
      }
      return new _InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
    }
  }
  /**
   * Serializes the buffer attribute into JSON.
   *
   * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
   *
   * @param {Object} [data] - An optional value holding meta information about the serialization.
   * @return {Object} A JSON object representing the serialized buffer attribute.
   */
  toJSON(data) {
    if (data === void 0) {
      log("InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.");
      const array = [];
      for (let i = 0; i < this.count; i++) {
        const index = i * this.data.stride + this.offset;
        for (let j = 0; j < this.itemSize; j++) {
          array.push(this.data.array[index + j]);
        }
      }
      return {
        itemSize: this.itemSize,
        type: this.array.constructor.name,
        array,
        normalized: this.normalized
      };
    } else {
      if (data.interleavedBuffers === void 0) {
        data.interleavedBuffers = {};
      }
      if (data.interleavedBuffers[this.data.uuid] === void 0) {
        data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
      }
      return {
        isInterleavedBufferAttribute: true,
        itemSize: this.itemSize,
        data: this.data.uuid,
        offset: this.offset,
        normalized: this.normalized
      };
    }
  }
};
var SpriteMaterial = class extends Material {
  /**
   * Constructs a new sprite material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isSpriteMaterial = true;
    this.type = "SpriteMaterial";
    this.color = new Color(16777215);
    this.map = null;
    this.alphaMap = null;
    this.rotation = 0;
    this.sizeAttenuation = true;
    this.transparent = true;
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.color.copy(source.color);
    this.map = source.map;
    this.alphaMap = source.alphaMap;
    this.rotation = source.rotation;
    this.sizeAttenuation = source.sizeAttenuation;
    this.fog = source.fog;
    return this;
  }
};
var _geometry;
var _intersectPoint = new Vector3();
var _worldScale = new Vector3();
var _mvPosition = new Vector3();
var _alignedPosition = new Vector2();
var _rotatedPosition = new Vector2();
var _viewWorldMatrix = new Matrix4();
var _vA = new Vector3();
var _vB = new Vector3();
var _vC = new Vector3();
var _uvA = new Vector2();
var _uvB = new Vector2();
var _uvC = new Vector2();
var Sprite = class extends Object3D {
  /**
   * Constructs a new sprite.
   *
   * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
   */
  constructor(material = new SpriteMaterial()) {
    super();
    this.isSprite = true;
    this.type = "Sprite";
    if (_geometry === void 0) {
      _geometry = new BufferGeometry();
      const float32Array = new Float32Array([
        -0.5,
        -0.5,
        0,
        0,
        0,
        0.5,
        -0.5,
        0,
        1,
        0,
        0.5,
        0.5,
        0,
        1,
        1,
        -0.5,
        0.5,
        0,
        0,
        1
      ]);
      const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
      _geometry.setIndex([0, 1, 2, 0, 2, 3]);
      _geometry.setAttribute("position", new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
      _geometry.setAttribute("uv", new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
    }
    this.geometry = _geometry;
    this.material = material;
    this.center = new Vector2(0.5, 0.5);
    this.count = 1;
  }
  /**
   * Computes intersection points between a casted ray and this sprite.
   *
   * @param {Raycaster} raycaster - The raycaster.
   * @param {Array<Object>} intersects - The target array that holds the intersection points.
   */
  raycast(raycaster, intersects2) {
    if (raycaster.camera === null) {
      error('Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
    }
    _worldScale.setFromMatrixScale(this.matrixWorld);
    _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
    this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
    _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
    if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
      _worldScale.multiplyScalar(-_mvPosition.z);
    }
    const rotation = this.material.rotation;
    let sin, cos;
    if (rotation !== 0) {
      cos = Math.cos(rotation);
      sin = Math.sin(rotation);
    }
    const center = this.center;
    transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
    transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
    transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
    _uvA.set(0, 0);
    _uvB.set(1, 0);
    _uvC.set(1, 1);
    let intersect2 = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint);
    if (intersect2 === null) {
      transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
      _uvB.set(0, 1);
      intersect2 = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint);
      if (intersect2 === null) {
        return;
      }
    }
    const distance = raycaster.ray.origin.distanceTo(_intersectPoint);
    if (distance < raycaster.near || distance > raycaster.far) return;
    intersects2.push({
      distance,
      point: _intersectPoint.clone(),
      uv: Triangle.getInterpolation(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),
      face: null,
      object: this
    });
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    if (source.center !== void 0) this.center.copy(source.center);
    this.material = source.material;
    return this;
  }
};
function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
  _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale);
  if (sin !== void 0) {
    _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
    _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
  } else {
    _rotatedPosition.copy(_alignedPosition);
  }
  vertexPosition.copy(mvPosition);
  vertexPosition.x += _rotatedPosition.x;
  vertexPosition.y += _rotatedPosition.y;
  vertexPosition.applyMatrix4(_viewWorldMatrix);
}
var _v1$2 = new Vector3();
var _v2$1 = new Vector3();
var LOD = class extends Object3D {
  /**
   * Constructs a new LOD.
   */
  constructor() {
    super();
    this.isLOD = true;
    this._currentLevel = 0;
    this.type = "LOD";
    Object.defineProperties(this, {
      /**
       * This array holds the LOD levels.
       *
       * @name LOD#levels
       * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
       */
      levels: {
        enumerable: true,
        value: []
      }
    });
    this.autoUpdate = true;
  }
  copy(source) {
    super.copy(source, false);
    const levels = source.levels;
    for (let i = 0, l = levels.length; i < l; i++) {
      const level = levels[i];
      this.addLevel(level.object.clone(), level.distance, level.hysteresis);
    }
    this.autoUpdate = source.autoUpdate;
    return this;
  }
  /**
   * Adds a mesh that will display at a certain distance and greater. Typically
   * the further away the distance, the lower the detail on the mesh.
   *
   * @param {Object3D} object - The 3D object to display at this level.
   * @param {number} [distance=0] - The distance at which to display this level of detail.
   * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
   * @return {LOD} A reference to this instance.
   */
  addLevel(object, distance = 0, hysteresis = 0) {
    distance = Math.abs(distance);
    const levels = this.levels;
    let l;
    for (l = 0; l < levels.length; l++) {
      if (distance < levels[l].distance) {
        break;
      }
    }
    levels.splice(l, 0, { distance, hysteresis, object });
    this.add(object);
    return this;
  }
  /**
   * Removes an existing level, based on the distance from the camera.
   * Returns `true` when the level has been removed. Otherwise `false`.
   *
   * @param {number} distance - Distance of the level to remove.
   * @return {boolean} Whether the level has been removed or not.
   */
  removeLevel(distance) {
    const levels = this.levels;
    for (let i = 0; i < levels.length; i++) {
      if (levels[i].distance === distance) {
        const removedElements = levels.splice(i, 1);
        this.remove(removedElements[0].object);
        return true;
      }
    }
    return false;
  }
  /**
   * Returns the currently active LOD level index.
   *
   * @return {number} The current active LOD level index.
   */
  getCurrentLevel() {
    return this._currentLevel;
  }
  /**
   * Returns a reference to the first 3D object that is greater than
   * the given distance.
   *
   * @param {number} distance - The LOD distance.
   * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
   */
  getObjectForDistance(distance) {
    const levels = this.levels;
    if (levels.length > 0) {
      let i, l;
      for (i = 1, l = levels.length; i < l; i++) {
        let levelDistance = levels[i].distance;
        if (levels[i].object.visible) {
          levelDistance -= levelDistance * levels[i].hysteresis;
        }
        if (distance < levelDistance) {
          break;
        }
      }
      return levels[i - 1].object;
    }
    return null;
  }
  /**
   * Computes intersection points between a casted ray and this LOD.
   *
   * @param {Raycaster} raycaster - The raycaster.
   * @param {Array<Object>} intersects - The target array that holds the intersection points.
   */
  raycast(raycaster, intersects2) {
    const levels = this.levels;
    if (levels.length > 0) {
      _v1$2.setFromMatrixPosition(this.matrixWorld);
      const distance = raycaster.ray.origin.distanceTo(_v1$2);
      this.getObjectForDistance(distance).raycast(raycaster, intersects2);
    }
  }
  /**
   * Updates the LOD by computing which LOD level should be visible according
   * to the current distance of the given camera.
   *
   * @param {Camera} camera - The camera the scene is rendered with.
   */
  update(camera) {
    const levels = this.levels;
    if (levels.length > 1) {
      _v1$2.setFromMatrixPosition(camera.matrixWorld);
      _v2$1.setFromMatrixPosition(this.matrixWorld);
      const distance = _v1$2.distanceTo(_v2$1) / camera.zoom;
      levels[0].object.visible = true;
      let i, l;
      for (i = 1, l = levels.length; i < l; i++) {
        let levelDistance = levels[i].distance;
        if (levels[i].object.visible) {
          levelDistance -= levelDistance * levels[i].hysteresis;
        }
        if (distance >= levelDistance) {
          levels[i - 1].object.visible = false;
          levels[i].object.visible = true;
        } else {
          break;
        }
      }
      this._currentLevel = i - 1;
      for (; i < l; i++) {
        levels[i].object.visible = false;
      }
    }
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    if (this.autoUpdate === false) data.object.autoUpdate = false;
    data.object.levels = [];
    const levels = this.levels;
    for (let i = 0, l = levels.length; i < l; i++) {
      const level = levels[i];
      data.object.levels.push({
        object: level.object.uuid,
        distance: level.distance,
        hysteresis: level.hysteresis
      });
    }
    return data;
  }
};
var _basePosition = new Vector3();
var _skinIndex = new Vector4();
var _skinWeight = new Vector4();
var _vector3 = new Vector3();
var _matrix4 = new Matrix4();
var _vertex = new Vector3();
var _sphere$5 = new Sphere();
var _inverseMatrix$2 = new Matrix4();
var _ray$2 = new Ray();
var SkinnedMesh = class extends Mesh {
  /**
   * Constructs a new skinned mesh.
   *
   * @param {BufferGeometry} [geometry] - The mesh geometry.
   * @param {Material|Array<Material>} [material] - The mesh material.
   */
  constructor(geometry, material) {
    super(geometry, material);
    this.isSkinnedMesh = true;
    this.type = "SkinnedMesh";
    this.bindMode = AttachedBindMode;
    this.bindMatrix = new Matrix4();
    this.bindMatrixInverse = new Matrix4();
    this.boundingBox = null;
    this.boundingSphere = null;
  }
  /**
   * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
   * The bounding box is not automatically computed by the engine; this method must be called by your app.
   * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
   * the current animation state.
   */
  computeBoundingBox() {
    const geometry = this.geometry;
    if (this.boundingBox === null) {
      this.boundingBox = new Box3();
    }
    this.boundingBox.makeEmpty();
    const positionAttribute = geometry.getAttribute("position");
    for (let i = 0; i < positionAttribute.count; i++) {
      this.getVertexPosition(i, _vertex);
      this.boundingBox.expandByPoint(_vertex);
    }
  }
  /**
   * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
   * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
   * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
   * per frame in order to reflect the current animation state.
   */
  computeBoundingSphere() {
    const geometry = this.geometry;
    if (this.boundingSphere === null) {
      this.boundingSphere = new Sphere();
    }
    this.boundingSphere.makeEmpty();
    const positionAttribute = geometry.getAttribute("position");
    for (let i = 0; i < positionAttribute.count; i++) {
      this.getVertexPosition(i, _vertex);
      this.boundingSphere.expandByPoint(_vertex);
    }
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.bindMode = source.bindMode;
    this.bindMatrix.copy(source.bindMatrix);
    this.bindMatrixInverse.copy(source.bindMatrixInverse);
    this.skeleton = source.skeleton;
    if (source.boundingBox !== null) this.boundingBox = source.boundingBox.clone();
    if (source.boundingSphere !== null) this.boundingSphere = source.boundingSphere.clone();
    return this;
  }
  raycast(raycaster, intersects2) {
    const material = this.material;
    const matrixWorld = this.matrixWorld;
    if (material === void 0) return;
    if (this.boundingSphere === null) this.computeBoundingSphere();
    _sphere$5.copy(this.boundingSphere);
    _sphere$5.applyMatrix4(matrixWorld);
    if (raycaster.ray.intersectsSphere(_sphere$5) === false) return;
    _inverseMatrix$2.copy(matrixWorld).invert();
    _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2);
    if (this.boundingBox !== null) {
      if (_ray$2.intersectsBox(this.boundingBox) === false) return;
    }
    this._computeIntersections(raycaster, intersects2, _ray$2);
  }
  getVertexPosition(index, target) {
    super.getVertexPosition(index, target);
    this.applyBoneTransform(index, target);
    return target;
  }
  /**
   * Binds the given skeleton to the skinned mesh.
   *
   * @param {Skeleton} skeleton - The skeleton to bind.
   * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
   * the skinned mesh's world matrix will be used instead.
   */
  bind(skeleton, bindMatrix) {
    this.skeleton = skeleton;
    if (bindMatrix === void 0) {
      this.updateMatrixWorld(true);
      this.skeleton.calculateInverses();
      bindMatrix = this.matrixWorld;
    }
    this.bindMatrix.copy(bindMatrix);
    this.bindMatrixInverse.copy(bindMatrix).invert();
  }
  /**
   * This method sets the skinned mesh in the rest pose).
   */
  pose() {
    this.skeleton.pose();
  }
  /**
   * Normalizes the skin weights which are defined as a buffer attribute
   * in the skinned mesh's geometry.
   */
  normalizeSkinWeights() {
    const vector = new Vector4();
    const skinWeight = this.geometry.attributes.skinWeight;
    for (let i = 0, l = skinWeight.count; i < l; i++) {
      vector.fromBufferAttribute(skinWeight, i);
      const scale = 1 / vector.manhattanLength();
      if (scale !== Infinity) {
        vector.multiplyScalar(scale);
      } else {
        vector.set(1, 0, 0, 0);
      }
      skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
    }
  }
  updateMatrixWorld(force) {
    super.updateMatrixWorld(force);
    if (this.bindMode === AttachedBindMode) {
      this.bindMatrixInverse.copy(this.matrixWorld).invert();
    } else if (this.bindMode === DetachedBindMode) {
      this.bindMatrixInverse.copy(this.bindMatrix).invert();
    } else {
      warn("SkinnedMesh: Unrecognized bindMode: " + this.bindMode);
    }
  }
  /**
   * Applies the bone transform associated with the given index to the given
   * vertex position. Returns the updated vector.
   *
   * @param {number} index - The vertex index.
   * @param {Vector3} target - The target object that is used to store the method's result.
   * the skinned mesh's world matrix will be used instead.
   * @return {Vector3} The updated vertex position.
   */
  applyBoneTransform(index, target) {
    const skeleton = this.skeleton;
    const geometry = this.geometry;
    _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
    _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
    _basePosition.copy(target).applyMatrix4(this.bindMatrix);
    target.set(0, 0, 0);
    for (let i = 0; i < 4; i++) {
      const weight = _skinWeight.getComponent(i);
      if (weight !== 0) {
        const boneIndex = _skinIndex.getComponent(i);
        _matrix4.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);
        target.addScaledVector(_vector3.copy(_basePosition).applyMatrix4(_matrix4), weight);
      }
    }
    return target.applyMatrix4(this.bindMatrixInverse);
  }
};
var Bone = class extends Object3D {
  /**
   * Constructs a new bone.
   */
  constructor() {
    super();
    this.isBone = true;
    this.type = "Bone";
  }
};
var DataTexture = class extends Texture {
  /**
   * Constructs a new data texture.
   *
   * @param {?TypedArray} [data=null] - The buffer data.
   * @param {number} [width=1] - The width of the texture.
   * @param {number} [height=1] - The height of the texture.
   * @param {number} [format=RGBAFormat] - The texture format.
   * @param {number} [type=UnsignedByteType] - The texture type.
   * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=NearestFilter] - The mag filter value.
   * @param {number} [minFilter=NearestFilter] - The min filter value.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   * @param {string} [colorSpace=NoColorSpace] - The color space.
   */
  constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace) {
    super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace);
    this.isDataTexture = true;
    this.image = { data, width, height };
    this.generateMipmaps = false;
    this.flipY = false;
    this.unpackAlignment = 1;
  }
};
var _offsetMatrix = new Matrix4();
var _identityMatrix = new Matrix4();
var Skeleton = class _Skeleton {
  /**
   * Constructs a new skeleton.
   *
   * @param {Array<Bone>} [bones] - An array of bones.
   * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
   * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
   */
  constructor(bones = [], boneInverses = []) {
    this.uuid = generateUUID();
    this.bones = bones.slice(0);
    this.boneInverses = boneInverses;
    this.boneMatrices = null;
    this.previousBoneMatrices = null;
    this.boneTexture = null;
    this.init();
  }
  /**
   * Initializes the skeleton. This method gets automatically called by the constructor
   * but depending on how the skeleton is created it might be necessary to call this method
   * manually.
   */
  init() {
    const bones = this.bones;
    const boneInverses = this.boneInverses;
    this.boneMatrices = new Float32Array(bones.length * 16);
    if (boneInverses.length === 0) {
      this.calculateInverses();
    } else {
      if (bones.length !== boneInverses.length) {
        warn("Skeleton: Number of inverse bone matrices does not match amount of bones.");
        this.boneInverses = [];
        for (let i = 0, il = this.bones.length; i < il; i++) {
          this.boneInverses.push(new Matrix4());
        }
      }
    }
  }
  /**
   * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
   * and fills it with new matrices.
   */
  calculateInverses() {
    this.boneInverses.length = 0;
    for (let i = 0, il = this.bones.length; i < il; i++) {
      const inverse = new Matrix4();
      if (this.bones[i]) {
        inverse.copy(this.bones[i].matrixWorld).invert();
      }
      this.boneInverses.push(inverse);
    }
  }
  /**
   * Resets the skeleton to the base pose.
   */
  pose() {
    for (let i = 0, il = this.bones.length; i < il; i++) {
      const bone = this.bones[i];
      if (bone) {
        bone.matrixWorld.copy(this.boneInverses[i]).invert();
      }
    }
    for (let i = 0, il = this.bones.length; i < il; i++) {
      const bone = this.bones[i];
      if (bone) {
        if (bone.parent && bone.parent.isBone) {
          bone.matrix.copy(bone.parent.matrixWorld).invert();
          bone.matrix.multiply(bone.matrixWorld);
        } else {
          bone.matrix.copy(bone.matrixWorld);
        }
        bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
      }
    }
  }
  /**
   * Resets the skeleton to the base pose.
   */
  update() {
    const bones = this.bones;
    const boneInverses = this.boneInverses;
    const boneMatrices = this.boneMatrices;
    const boneTexture = this.boneTexture;
    for (let i = 0, il = bones.length; i < il; i++) {
      const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
      _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
      _offsetMatrix.toArray(boneMatrices, i * 16);
    }
    if (boneTexture !== null) {
      boneTexture.needsUpdate = true;
    }
  }
  /**
   * Returns a new skeleton with copied values from this instance.
   *
   * @return {Skeleton} A clone of this instance.
   */
  clone() {
    return new _Skeleton(this.bones, this.boneInverses);
  }
  /**
   * Computes a data texture for passing bone data to the vertex shader.
   *
   * @return {Skeleton} A reference of this instance.
   */
  computeBoneTexture() {
    let size = Math.sqrt(this.bones.length * 4);
    size = Math.ceil(size / 4) * 4;
    size = Math.max(size, 4);
    const boneMatrices = new Float32Array(size * size * 4);
    boneMatrices.set(this.boneMatrices);
    const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
    boneTexture.needsUpdate = true;
    this.boneMatrices = boneMatrices;
    this.boneTexture = boneTexture;
    return this;
  }
  /**
   * Searches through the skeleton's bone array and returns the first with a
   * matching name.
   *
   * @param {string} name - The name of the bone.
   * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
   */
  getBoneByName(name) {
    for (let i = 0, il = this.bones.length; i < il; i++) {
      const bone = this.bones[i];
      if (bone.name === name) {
        return bone;
      }
    }
    return void 0;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    if (this.boneTexture !== null) {
      this.boneTexture.dispose();
      this.boneTexture = null;
    }
  }
  /**
   * Setups the skeleton by the given JSON and bones.
   *
   * @param {Object} json - The skeleton as serialized JSON.
   * @param {Object<string, Bone>} bones - An array of bones.
   * @return {Skeleton} A reference of this instance.
   */
  fromJSON(json, bones) {
    this.uuid = json.uuid;
    for (let i = 0, l = json.bones.length; i < l; i++) {
      const uuid = json.bones[i];
      let bone = bones[uuid];
      if (bone === void 0) {
        warn("Skeleton: No bone found with UUID:", uuid);
        bone = new Bone();
      }
      this.bones.push(bone);
      this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
    }
    this.init();
    return this;
  }
  /**
   * Serializes the skeleton into JSON.
   *
   * @return {Object} A JSON object representing the serialized skeleton.
   * @see {@link ObjectLoader#parse}
   */
  toJSON() {
    const data = {
      metadata: {
        version: 4.7,
        type: "Skeleton",
        generator: "Skeleton.toJSON"
      },
      bones: [],
      boneInverses: []
    };
    data.uuid = this.uuid;
    const bones = this.bones;
    const boneInverses = this.boneInverses;
    for (let i = 0, l = bones.length; i < l; i++) {
      const bone = bones[i];
      data.bones.push(bone.uuid);
      const boneInverse = boneInverses[i];
      data.boneInverses.push(boneInverse.toArray());
    }
    return data;
  }
};
var InstancedBufferAttribute = class extends BufferAttribute {
  /**
   * Constructs a new instanced buffer attribute.
   *
   * @param {TypedArray} array - The array holding the attribute data.
   * @param {number} itemSize - The item size.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
   */
  constructor(array, itemSize, normalized, meshPerAttribute = 1) {
    super(array, itemSize, normalized);
    this.isInstancedBufferAttribute = true;
    this.meshPerAttribute = meshPerAttribute;
  }
  copy(source) {
    super.copy(source);
    this.meshPerAttribute = source.meshPerAttribute;
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.meshPerAttribute = this.meshPerAttribute;
    data.isInstancedBufferAttribute = true;
    return data;
  }
};
var _instanceLocalMatrix = new Matrix4();
var _instanceWorldMatrix = new Matrix4();
var _instanceIntersects = [];
var _box3 = new Box3();
var _identity = new Matrix4();
var _mesh$1 = new Mesh();
var _sphere$4 = new Sphere();
var InstancedMesh = class extends Mesh {
  /**
   * Constructs a new instanced mesh.
   *
   * @param {BufferGeometry} [geometry] - The mesh geometry.
   * @param {Material|Array<Material>} [material] - The mesh material.
   * @param {number} count - The number of instances.
   */
  constructor(geometry, material, count) {
    super(geometry, material);
    this.isInstancedMesh = true;
    this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
    this.instanceColor = null;
    this.morphTexture = null;
    this.count = count;
    this.boundingBox = null;
    this.boundingSphere = null;
    for (let i = 0; i < count; i++) {
      this.setMatrixAt(i, _identity);
    }
  }
  /**
   * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
   * The bounding box is not automatically computed by the engine; this method must be called by your app.
   * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
   */
  computeBoundingBox() {
    const geometry = this.geometry;
    const count = this.count;
    if (this.boundingBox === null) {
      this.boundingBox = new Box3();
    }
    if (geometry.boundingBox === null) {
      geometry.computeBoundingBox();
    }
    this.boundingBox.makeEmpty();
    for (let i = 0; i < count; i++) {
      this.getMatrixAt(i, _instanceLocalMatrix);
      _box3.copy(geometry.boundingBox).applyMatrix4(_instanceLocalMatrix);
      this.boundingBox.union(_box3);
    }
  }
  /**
   * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
   * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
   * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
   */
  computeBoundingSphere() {
    const geometry = this.geometry;
    const count = this.count;
    if (this.boundingSphere === null) {
      this.boundingSphere = new Sphere();
    }
    if (geometry.boundingSphere === null) {
      geometry.computeBoundingSphere();
    }
    this.boundingSphere.makeEmpty();
    for (let i = 0; i < count; i++) {
      this.getMatrixAt(i, _instanceLocalMatrix);
      _sphere$4.copy(geometry.boundingSphere).applyMatrix4(_instanceLocalMatrix);
      this.boundingSphere.union(_sphere$4);
    }
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.instanceMatrix.copy(source.instanceMatrix);
    if (source.morphTexture !== null) this.morphTexture = source.morphTexture.clone();
    if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
    this.count = source.count;
    if (source.boundingBox !== null) this.boundingBox = source.boundingBox.clone();
    if (source.boundingSphere !== null) this.boundingSphere = source.boundingSphere.clone();
    return this;
  }
  /**
   * Gets the color of the defined instance.
   *
   * @param {number} index - The instance index.
   * @param {Color} color - The target object that is used to store the method's result.
   */
  getColorAt(index, color) {
    color.fromArray(this.instanceColor.array, index * 3);
  }
  /**
   * Gets the local transformation matrix of the defined instance.
   *
   * @param {number} index - The instance index.
   * @param {Matrix4} matrix - The target object that is used to store the method's result.
   */
  getMatrixAt(index, matrix) {
    matrix.fromArray(this.instanceMatrix.array, index * 16);
  }
  /**
   * Gets the morph target weights of the defined instance.
   *
   * @param {number} index - The instance index.
   * @param {Mesh} object - The target object that is used to store the method's result.
   */
  getMorphAt(index, object) {
    const objectInfluences = object.morphTargetInfluences;
    const array = this.morphTexture.source.data.data;
    const len = objectInfluences.length + 1;
    const dataIndex = index * len + 1;
    for (let i = 0; i < objectInfluences.length; i++) {
      objectInfluences[i] = array[dataIndex + i];
    }
  }
  raycast(raycaster, intersects2) {
    const matrixWorld = this.matrixWorld;
    const raycastTimes = this.count;
    _mesh$1.geometry = this.geometry;
    _mesh$1.material = this.material;
    if (_mesh$1.material === void 0) return;
    if (this.boundingSphere === null) this.computeBoundingSphere();
    _sphere$4.copy(this.boundingSphere);
    _sphere$4.applyMatrix4(matrixWorld);
    if (raycaster.ray.intersectsSphere(_sphere$4) === false) return;
    for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {
      this.getMatrixAt(instanceId, _instanceLocalMatrix);
      _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix);
      _mesh$1.matrixWorld = _instanceWorldMatrix;
      _mesh$1.raycast(raycaster, _instanceIntersects);
      for (let i = 0, l = _instanceIntersects.length; i < l; i++) {
        const intersect2 = _instanceIntersects[i];
        intersect2.instanceId = instanceId;
        intersect2.object = this;
        intersects2.push(intersect2);
      }
      _instanceIntersects.length = 0;
    }
  }
  /**
   * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
   * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
   *
   * @param {number} index - The instance index.
   * @param {Color} color - The instance color.
   */
  setColorAt(index, color) {
    if (this.instanceColor === null) {
      this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3).fill(1), 3);
    }
    color.toArray(this.instanceColor.array, index * 3);
  }
  /**
   * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
   * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
   *
   * @param {number} index - The instance index.
   * @param {Matrix4} matrix - The local transformation.
   */
  setMatrixAt(index, matrix) {
    matrix.toArray(this.instanceMatrix.array, index * 16);
  }
  /**
   * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
   * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
   *
   * @param {number} index - The instance index.
   * @param {Mesh} object -  A mesh which `morphTargetInfluences` property containing the morph target weights
   * of a single instance.
   */
  setMorphAt(index, object) {
    const objectInfluences = object.morphTargetInfluences;
    const len = objectInfluences.length + 1;
    if (this.morphTexture === null) {
      this.morphTexture = new DataTexture(new Float32Array(len * this.count), len, this.count, RedFormat, FloatType);
    }
    const array = this.morphTexture.source.data.data;
    let morphInfluencesSum = 0;
    for (let i = 0; i < objectInfluences.length; i++) {
      morphInfluencesSum += objectInfluences[i];
    }
    const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
    const dataIndex = len * index;
    array[dataIndex] = morphBaseInfluence;
    array.set(objectInfluences, dataIndex + 1);
  }
  updateMorphTargets() {
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.dispatchEvent({ type: "dispose" });
    if (this.morphTexture !== null) {
      this.morphTexture.dispose();
      this.morphTexture = null;
    }
  }
};
var _vector1 = new Vector3();
var _vector2 = new Vector3();
var _normalMatrix = new Matrix3();
var Plane = class {
  /**
   * Constructs a new plane.
   *
   * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
   * @param {number} [constant=0] - The signed distance from the origin to the plane.
   */
  constructor(normal = new Vector3(1, 0, 0), constant = 0) {
    this.isPlane = true;
    this.normal = normal;
    this.constant = constant;
  }
  /**
   * Sets the plane components by copying the given values.
   *
   * @param {Vector3} normal - The normal.
   * @param {number} constant - The constant.
   * @return {Plane} A reference to this plane.
   */
  set(normal, constant) {
    this.normal.copy(normal);
    this.constant = constant;
    return this;
  }
  /**
   * Sets the plane components by defining `x`, `y`, `z` as the
   * plane normal and `w` as the constant.
   *
   * @param {number} x - The value for the normal's x component.
   * @param {number} y - The value for the normal's y component.
   * @param {number} z - The value for the normal's z component.
   * @param {number} w - The constant value.
   * @return {Plane} A reference to this plane.
   */
  setComponents(x, y, z, w) {
    this.normal.set(x, y, z);
    this.constant = w;
    return this;
  }
  /**
   * Sets the plane from the given normal and coplanar point (that is a point
   * that lies onto the plane).
   *
   * @param {Vector3} normal - The normal.
   * @param {Vector3} point - A coplanar point.
   * @return {Plane} A reference to this plane.
   */
  setFromNormalAndCoplanarPoint(normal, point) {
    this.normal.copy(normal);
    this.constant = -point.dot(this.normal);
    return this;
  }
  /**
   * Sets the plane from three coplanar points. The winding order is
   * assumed to be counter-clockwise, and determines the direction of
   * the plane normal.
   *
   * @param {Vector3} a - The first coplanar point.
   * @param {Vector3} b - The second coplanar point.
   * @param {Vector3} c - The third coplanar point.
   * @return {Plane} A reference to this plane.
   */
  setFromCoplanarPoints(a, b, c) {
    const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize();
    this.setFromNormalAndCoplanarPoint(normal, a);
    return this;
  }
  /**
   * Copies the values of the given plane to this instance.
   *
   * @param {Plane} plane - The plane to copy.
   * @return {Plane} A reference to this plane.
   */
  copy(plane) {
    this.normal.copy(plane.normal);
    this.constant = plane.constant;
    return this;
  }
  /**
   * Normalizes the plane normal and adjusts the constant accordingly.
   *
   * @return {Plane} A reference to this plane.
   */
  normalize() {
    const inverseNormalLength = 1 / this.normal.length();
    this.normal.multiplyScalar(inverseNormalLength);
    this.constant *= inverseNormalLength;
    return this;
  }
  /**
   * Negates both the plane normal and the constant.
   *
   * @return {Plane} A reference to this plane.
   */
  negate() {
    this.constant *= -1;
    this.normal.negate();
    return this;
  }
  /**
   * Returns the signed distance from the given point to this plane.
   *
   * @param {Vector3} point - The point to compute the distance for.
   * @return {number} The signed distance.
   */
  distanceToPoint(point) {
    return this.normal.dot(point) + this.constant;
  }
  /**
   * Returns the signed distance from the given sphere to this plane.
   *
   * @param {Sphere} sphere - The sphere to compute the distance for.
   * @return {number} The signed distance.
   */
  distanceToSphere(sphere) {
    return this.distanceToPoint(sphere.center) - sphere.radius;
  }
  /**
   * Projects a the given point onto the plane.
   *
   * @param {Vector3} point - The point to project.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The projected point on the plane.
   */
  projectPoint(point, target) {
    return target.copy(point).addScaledVector(this.normal, -this.distanceToPoint(point));
  }
  /**
   * Returns the intersection point of the passed line and the plane. Returns
   * `null` if the line does not intersect. Returns the line's starting point if
   * the line is coplanar with the plane.
   *
   * @param {Line3} line - The line to compute the intersection for.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {?Vector3} The intersection point.
   */
  intersectLine(line, target) {
    const direction = line.delta(_vector1);
    const denominator = this.normal.dot(direction);
    if (denominator === 0) {
      if (this.distanceToPoint(line.start) === 0) {
        return target.copy(line.start);
      }
      return null;
    }
    const t = -(line.start.dot(this.normal) + this.constant) / denominator;
    if (t < 0 || t > 1) {
      return null;
    }
    return target.copy(line.start).addScaledVector(direction, t);
  }
  /**
   * Returns `true` if the given line segment intersects with (passes through) the plane.
   *
   * @param {Line3} line - The line to test.
   * @return {boolean} Whether the given line segment intersects with the plane or not.
   */
  intersectsLine(line) {
    const startSign = this.distanceToPoint(line.start);
    const endSign = this.distanceToPoint(line.end);
    return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
  }
  /**
   * Returns `true` if the given bounding box intersects with the plane.
   *
   * @param {Box3} box - The bounding box to test.
   * @return {boolean} Whether the given bounding box intersects with the plane or not.
   */
  intersectsBox(box) {
    return box.intersectsPlane(this);
  }
  /**
   * Returns `true` if the given bounding sphere intersects with the plane.
   *
   * @param {Sphere} sphere - The bounding sphere to test.
   * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
   */
  intersectsSphere(sphere) {
    return sphere.intersectsPlane(this);
  }
  /**
   * Returns a coplanar vector to the plane, by calculating the
   * projection of the normal at the origin onto the plane.
   *
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The coplanar point.
   */
  coplanarPoint(target) {
    return target.copy(this.normal).multiplyScalar(-this.constant);
  }
  /**
   * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
   *
   * The optional normal matrix can be pre-computed like so:
   * ```js
   * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
   * ```
   *
   * @param {Matrix4} matrix - The transformation matrix.
   * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
   * @return {Plane} A reference to this plane.
   */
  applyMatrix4(matrix, optionalNormalMatrix) {
    const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
    const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
    const normal = this.normal.applyMatrix3(normalMatrix).normalize();
    this.constant = -referencePoint.dot(normal);
    return this;
  }
  /**
   * Translates the plane by the distance defined by the given offset vector.
   * Note that this only affects the plane constant and will not affect the normal vector.
   *
   * @param {Vector3} offset - The offset vector.
   * @return {Plane} A reference to this plane.
   */
  translate(offset) {
    this.constant -= offset.dot(this.normal);
    return this;
  }
  /**
   * Returns `true` if this plane is equal with the given one.
   *
   * @param {Plane} plane - The plane to test for equality.
   * @return {boolean} Whether this plane is equal with the given one.
   */
  equals(plane) {
    return plane.normal.equals(this.normal) && plane.constant === this.constant;
  }
  /**
   * Returns a new plane with copied values from this instance.
   *
   * @return {Plane} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
};
var _sphere$3 = new Sphere();
var _defaultSpriteCenter = new Vector2(0.5, 0.5);
var _vector$6 = new Vector3();
var Frustum = class {
  /**
   * Constructs a new frustum.
   *
   * @param {Plane} [p0] - The first plane that encloses the frustum.
   * @param {Plane} [p1] - The second plane that encloses the frustum.
   * @param {Plane} [p2] - The third plane that encloses the frustum.
   * @param {Plane} [p3] - The fourth plane that encloses the frustum.
   * @param {Plane} [p4] - The fifth plane that encloses the frustum.
   * @param {Plane} [p5] - The sixth plane that encloses the frustum.
   */
  constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {
    this.planes = [p0, p1, p2, p3, p4, p5];
  }
  /**
   * Sets the frustum planes by copying the given planes.
   *
   * @param {Plane} [p0] - The first plane that encloses the frustum.
   * @param {Plane} [p1] - The second plane that encloses the frustum.
   * @param {Plane} [p2] - The third plane that encloses the frustum.
   * @param {Plane} [p3] - The fourth plane that encloses the frustum.
   * @param {Plane} [p4] - The fifth plane that encloses the frustum.
   * @param {Plane} [p5] - The sixth plane that encloses the frustum.
   * @return {Frustum} A reference to this frustum.
   */
  set(p0, p1, p2, p3, p4, p5) {
    const planes = this.planes;
    planes[0].copy(p0);
    planes[1].copy(p1);
    planes[2].copy(p2);
    planes[3].copy(p3);
    planes[4].copy(p4);
    planes[5].copy(p5);
    return this;
  }
  /**
   * Copies the values of the given frustum to this instance.
   *
   * @param {Frustum} frustum - The frustum to copy.
   * @return {Frustum} A reference to this frustum.
   */
  copy(frustum) {
    const planes = this.planes;
    for (let i = 0; i < 6; i++) {
      planes[i].copy(frustum.planes[i]);
    }
    return this;
  }
  /**
   * Sets the frustum planes from the given projection matrix.
   *
   * @param {Matrix4} m - The projection matrix.
   * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
   * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
   * @return {Frustum} A reference to this frustum.
   */
  setFromProjectionMatrix(m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false) {
    const planes = this.planes;
    const me = m.elements;
    const me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
    const me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
    const me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
    const me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
    planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();
    planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();
    planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();
    planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();
    if (reversedDepth) {
      planes[4].setComponents(me2, me6, me10, me14).normalize();
      planes[5].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
    } else {
      planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
      if (coordinateSystem === WebGLCoordinateSystem) {
        planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
      } else if (coordinateSystem === WebGPUCoordinateSystem) {
        planes[5].setComponents(me2, me6, me10, me14).normalize();
      } else {
        throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: " + coordinateSystem);
      }
    }
    return this;
  }
  /**
   * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
   *
   * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
   *
   * @param {Object3D} object - The 3D object to test.
   * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
   */
  intersectsObject(object) {
    if (object.boundingSphere !== void 0) {
      if (object.boundingSphere === null) object.computeBoundingSphere();
      _sphere$3.copy(object.boundingSphere).applyMatrix4(object.matrixWorld);
    } else {
      const geometry = object.geometry;
      if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
      _sphere$3.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
    }
    return this.intersectsSphere(_sphere$3);
  }
  /**
   * Returns `true` if the given sprite is intersecting this frustum.
   *
   * @param {Sprite} sprite - The sprite to test.
   * @return {boolean} Whether the sprite is intersecting this frustum or not.
   */
  intersectsSprite(sprite) {
    _sphere$3.center.set(0, 0, 0);
    const offset = _defaultSpriteCenter.distanceTo(sprite.center);
    _sphere$3.radius = 0.7071067811865476 + offset;
    _sphere$3.applyMatrix4(sprite.matrixWorld);
    return this.intersectsSphere(_sphere$3);
  }
  /**
   * Returns `true` if the given bounding sphere is intersecting this frustum.
   *
   * @param {Sphere} sphere - The bounding sphere to test.
   * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
   */
  intersectsSphere(sphere) {
    const planes = this.planes;
    const center = sphere.center;
    const negRadius = -sphere.radius;
    for (let i = 0; i < 6; i++) {
      const distance = planes[i].distanceToPoint(center);
      if (distance < negRadius) {
        return false;
      }
    }
    return true;
  }
  /**
   * Returns `true` if the given bounding box is intersecting this frustum.
   *
   * @param {Box3} box - The bounding box to test.
   * @return {boolean} Whether the bounding box is intersecting this frustum or not.
   */
  intersectsBox(box) {
    const planes = this.planes;
    for (let i = 0; i < 6; i++) {
      const plane = planes[i];
      _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
      _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
      _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
      if (plane.distanceToPoint(_vector$6) < 0) {
        return false;
      }
    }
    return true;
  }
  /**
   * Returns `true` if the given point lies within the frustum.
   *
   * @param {Vector3} point - The point to test.
   * @return {boolean} Whether the point lies within this frustum or not.
   */
  containsPoint(point) {
    const planes = this.planes;
    for (let i = 0; i < 6; i++) {
      if (planes[i].distanceToPoint(point) < 0) {
        return false;
      }
    }
    return true;
  }
  /**
   * Returns a new frustum with copied values from this instance.
   *
   * @return {Frustum} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
};
var _projScreenMatrix$1 = new Matrix4();
var _frustum$1 = new Frustum();
var FrustumArray = class _FrustumArray {
  /**
   * Constructs a new frustum array.
   *
   */
  constructor() {
    this.coordinateSystem = WebGLCoordinateSystem;
  }
  /**
   * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
   * from the camera array.
   *
   * @param {Object3D} object - The 3D object to test.
   * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
   * @return {boolean} Whether the 3D object is visible in any camera.
   */
  intersectsObject(object, cameraArray) {
    if (!cameraArray.isArrayCamera || cameraArray.cameras.length === 0) {
      return false;
    }
    for (let i = 0; i < cameraArray.cameras.length; i++) {
      const camera = cameraArray.cameras[i];
      _projScreenMatrix$1.multiplyMatrices(
        camera.projectionMatrix,
        camera.matrixWorldInverse
      );
      _frustum$1.setFromProjectionMatrix(
        _projScreenMatrix$1,
        camera.coordinateSystem,
        camera.reversedDepth
      );
      if (_frustum$1.intersectsObject(object)) {
        return true;
      }
    }
    return false;
  }
  /**
   * Returns `true` if the given sprite is intersecting any frustum
   * from the camera array.
   *
   * @param {Sprite} sprite - The sprite to test.
   * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
   * @return {boolean} Whether the sprite is visible in any camera.
   */
  intersectsSprite(sprite, cameraArray) {
    if (!cameraArray || !cameraArray.cameras || cameraArray.cameras.length === 0) {
      return false;
    }
    for (let i = 0; i < cameraArray.cameras.length; i++) {
      const camera = cameraArray.cameras[i];
      _projScreenMatrix$1.multiplyMatrices(
        camera.projectionMatrix,
        camera.matrixWorldInverse
      );
      _frustum$1.setFromProjectionMatrix(
        _projScreenMatrix$1,
        camera.coordinateSystem,
        camera.reversedDepth
      );
      if (_frustum$1.intersectsSprite(sprite)) {
        return true;
      }
    }
    return false;
  }
  /**
   * Returns `true` if the given bounding sphere is intersecting any frustum
   * from the camera array.
   *
   * @param {Sphere} sphere - The bounding sphere to test.
   * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
   * @return {boolean} Whether the sphere is visible in any camera.
   */
  intersectsSphere(sphere, cameraArray) {
    if (!cameraArray || !cameraArray.cameras || cameraArray.cameras.length === 0) {
      return false;
    }
    for (let i = 0; i < cameraArray.cameras.length; i++) {
      const camera = cameraArray.cameras[i];
      _projScreenMatrix$1.multiplyMatrices(
        camera.projectionMatrix,
        camera.matrixWorldInverse
      );
      _frustum$1.setFromProjectionMatrix(
        _projScreenMatrix$1,
        camera.coordinateSystem,
        camera.reversedDepth
      );
      if (_frustum$1.intersectsSphere(sphere)) {
        return true;
      }
    }
    return false;
  }
  /**
   * Returns `true` if the given bounding box is intersecting any frustum
   * from the camera array.
   *
   * @param {Box3} box - The bounding box to test.
   * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
   * @return {boolean} Whether the box is visible in any camera.
   */
  intersectsBox(box, cameraArray) {
    if (!cameraArray || !cameraArray.cameras || cameraArray.cameras.length === 0) {
      return false;
    }
    for (let i = 0; i < cameraArray.cameras.length; i++) {
      const camera = cameraArray.cameras[i];
      _projScreenMatrix$1.multiplyMatrices(
        camera.projectionMatrix,
        camera.matrixWorldInverse
      );
      _frustum$1.setFromProjectionMatrix(
        _projScreenMatrix$1,
        camera.coordinateSystem,
        camera.reversedDepth
      );
      if (_frustum$1.intersectsBox(box)) {
        return true;
      }
    }
    return false;
  }
  /**
   * Returns `true` if the given point lies within any frustum
   * from the camera array.
   *
   * @param {Vector3} point - The point to test.
   * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
   * @return {boolean} Whether the point is visible in any camera.
   */
  containsPoint(point, cameraArray) {
    if (!cameraArray || !cameraArray.cameras || cameraArray.cameras.length === 0) {
      return false;
    }
    for (let i = 0; i < cameraArray.cameras.length; i++) {
      const camera = cameraArray.cameras[i];
      _projScreenMatrix$1.multiplyMatrices(
        camera.projectionMatrix,
        camera.matrixWorldInverse
      );
      _frustum$1.setFromProjectionMatrix(
        _projScreenMatrix$1,
        camera.coordinateSystem,
        camera.reversedDepth
      );
      if (_frustum$1.containsPoint(point)) {
        return true;
      }
    }
    return false;
  }
  /**
   * Returns a new frustum array with copied values from this instance.
   *
   * @return {FrustumArray} A clone of this instance.
   */
  clone() {
    return new _FrustumArray();
  }
};
function ascIdSort(a, b) {
  return a - b;
}
function sortOpaque(a, b) {
  return a.z - b.z;
}
function sortTransparent(a, b) {
  return b.z - a.z;
}
var MultiDrawRenderList = class {
  constructor() {
    this.index = 0;
    this.pool = [];
    this.list = [];
  }
  push(start, count, z, index) {
    const pool = this.pool;
    const list = this.list;
    if (this.index >= pool.length) {
      pool.push({
        start: -1,
        count: -1,
        z: -1,
        index: -1
      });
    }
    const item = pool[this.index];
    list.push(item);
    this.index++;
    item.start = start;
    item.count = count;
    item.z = z;
    item.index = index;
  }
  reset() {
    this.list.length = 0;
    this.index = 0;
  }
};
var _matrix$1 = new Matrix4();
var _whiteColor = new Color(1, 1, 1);
var _frustum = new Frustum();
var _frustumArray = new FrustumArray();
var _box$1 = new Box3();
var _sphere$2 = new Sphere();
var _vector$5 = new Vector3();
var _forward$1 = new Vector3();
var _temp = new Vector3();
var _renderList = new MultiDrawRenderList();
var _mesh = new Mesh();
var _batchIntersects = [];
function copyAttributeData(src, target, targetOffset = 0) {
  const itemSize = target.itemSize;
  if (src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor) {
    const vertexCount = src.count;
    for (let i = 0; i < vertexCount; i++) {
      for (let c = 0; c < itemSize; c++) {
        target.setComponent(i + targetOffset, c, src.getComponent(i, c));
      }
    }
  } else {
    target.array.set(src.array, targetOffset * itemSize);
  }
  target.needsUpdate = true;
}
function copyArrayContents(src, target) {
  if (src.constructor !== target.constructor) {
    const len = Math.min(src.length, target.length);
    for (let i = 0; i < len; i++) {
      target[i] = src[i];
    }
  } else {
    const len = Math.min(src.length, target.length);
    target.set(new src.constructor(src.buffer, 0, len));
  }
}
var BatchedMesh = class extends Mesh {
  /**
   * Constructs a new batched mesh.
   *
   * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
   * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
   * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
   * @param {Material|Array<Material>} [material] - The mesh material.
   */
  constructor(maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material) {
    super(new BufferGeometry(), material);
    this.isBatchedMesh = true;
    this.perObjectFrustumCulled = true;
    this.sortObjects = true;
    this.boundingBox = null;
    this.boundingSphere = null;
    this.customSort = null;
    this._instanceInfo = [];
    this._geometryInfo = [];
    this._availableInstanceIds = [];
    this._availableGeometryIds = [];
    this._nextIndexStart = 0;
    this._nextVertexStart = 0;
    this._geometryCount = 0;
    this._visibilityChanged = true;
    this._geometryInitialized = false;
    this._maxInstanceCount = maxInstanceCount;
    this._maxVertexCount = maxVertexCount;
    this._maxIndexCount = maxIndexCount;
    this._multiDrawCounts = new Int32Array(maxInstanceCount);
    this._multiDrawStarts = new Int32Array(maxInstanceCount);
    this._multiDrawCount = 0;
    this._multiDrawInstances = null;
    this._matricesTexture = null;
    this._indirectTexture = null;
    this._colorsTexture = null;
    this._initMatricesTexture();
    this._initIndirectTexture();
  }
  /**
   * The maximum number of individual instances that can be stored in the batch.
   *
   * @type {number}
   * @readonly
   */
  get maxInstanceCount() {
    return this._maxInstanceCount;
  }
  /**
   * The instance count.
   *
   * @type {number}
   * @readonly
   */
  get instanceCount() {
    return this._instanceInfo.length - this._availableInstanceIds.length;
  }
  /**
   * The number of unused vertices.
   *
   * @type {number}
   * @readonly
   */
  get unusedVertexCount() {
    return this._maxVertexCount - this._nextVertexStart;
  }
  /**
   * The number of unused indices.
   *
   * @type {number}
   * @readonly
   */
  get unusedIndexCount() {
    return this._maxIndexCount - this._nextIndexStart;
  }
  _initMatricesTexture() {
    let size = Math.sqrt(this._maxInstanceCount * 4);
    size = Math.ceil(size / 4) * 4;
    size = Math.max(size, 4);
    const matricesArray = new Float32Array(size * size * 4);
    const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType);
    this._matricesTexture = matricesTexture;
  }
  _initIndirectTexture() {
    let size = Math.sqrt(this._maxInstanceCount);
    size = Math.ceil(size);
    const indirectArray = new Uint32Array(size * size);
    const indirectTexture = new DataTexture(indirectArray, size, size, RedIntegerFormat, UnsignedIntType);
    this._indirectTexture = indirectTexture;
  }
  _initColorsTexture() {
    let size = Math.sqrt(this._maxInstanceCount);
    size = Math.ceil(size);
    const colorsArray = new Float32Array(size * size * 4).fill(1);
    const colorsTexture = new DataTexture(colorsArray, size, size, RGBAFormat, FloatType);
    colorsTexture.colorSpace = ColorManagement.workingColorSpace;
    this._colorsTexture = colorsTexture;
  }
  _initializeGeometry(reference) {
    const geometry = this.geometry;
    const maxVertexCount = this._maxVertexCount;
    const maxIndexCount = this._maxIndexCount;
    if (this._geometryInitialized === false) {
      for (const attributeName in reference.attributes) {
        const srcAttribute = reference.getAttribute(attributeName);
        const { array, itemSize, normalized } = srcAttribute;
        const dstArray = new array.constructor(maxVertexCount * itemSize);
        const dstAttribute = new BufferAttribute(dstArray, itemSize, normalized);
        geometry.setAttribute(attributeName, dstAttribute);
      }
      if (reference.getIndex() !== null) {
        const indexArray = maxVertexCount > 65535 ? new Uint32Array(maxIndexCount) : new Uint16Array(maxIndexCount);
        geometry.setIndex(new BufferAttribute(indexArray, 1));
      }
      this._geometryInitialized = true;
    }
  }
  // Make sure the geometry is compatible with the existing combined geometry attributes
  _validateGeometry(geometry) {
    const batchGeometry = this.geometry;
    if (Boolean(geometry.getIndex()) !== Boolean(batchGeometry.getIndex())) {
      throw new Error('THREE.BatchedMesh: All geometries must consistently have "index".');
    }
    for (const attributeName in batchGeometry.attributes) {
      if (!geometry.hasAttribute(attributeName)) {
        throw new Error(`THREE.BatchedMesh: Added geometry missing "${attributeName}". All geometries must have consistent attributes.`);
      }
      const srcAttribute = geometry.getAttribute(attributeName);
      const dstAttribute = batchGeometry.getAttribute(attributeName);
      if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {
        throw new Error("THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.");
      }
    }
  }
  /**
   * Validates the instance defined by the given ID.
   *
   * @param {number} instanceId - The instance to validate.
   */
  validateInstanceId(instanceId) {
    const instanceInfo = this._instanceInfo;
    if (instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[instanceId].active === false) {
      throw new Error(`THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.`);
    }
  }
  /**
   * Validates the geometry defined by the given ID.
   *
   * @param {number} geometryId - The geometry to validate.
   */
  validateGeometryId(geometryId) {
    const geometryInfoList = this._geometryInfo;
    if (geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[geometryId].active === false) {
      throw new Error(`THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.`);
    }
  }
  /**
   * Takes a sort a function that is run before render. The function takes a list of instances to
   * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
   *
   * @param {Function} func - The custom sort function.
   * @return {BatchedMesh} A reference to this batched mesh.
   */
  setCustomSort(func) {
    this.customSort = func;
    return this;
  }
  /**
   * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
   * Bounding boxes aren't computed by default. They need to be explicitly computed,
   * otherwise they are `null`.
   */
  computeBoundingBox() {
    if (this.boundingBox === null) {
      this.boundingBox = new Box3();
    }
    const boundingBox = this.boundingBox;
    const instanceInfo = this._instanceInfo;
    boundingBox.makeEmpty();
    for (let i = 0, l = instanceInfo.length; i < l; i++) {
      if (instanceInfo[i].active === false) continue;
      const geometryId = instanceInfo[i].geometryIndex;
      this.getMatrixAt(i, _matrix$1);
      this.getBoundingBoxAt(geometryId, _box$1).applyMatrix4(_matrix$1);
      boundingBox.union(_box$1);
    }
  }
  /**
   * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
   * Bounding spheres aren't computed by default. They need to be explicitly computed,
   * otherwise they are `null`.
   */
  computeBoundingSphere() {
    if (this.boundingSphere === null) {
      this.boundingSphere = new Sphere();
    }
    const boundingSphere = this.boundingSphere;
    const instanceInfo = this._instanceInfo;
    boundingSphere.makeEmpty();
    for (let i = 0, l = instanceInfo.length; i < l; i++) {
      if (instanceInfo[i].active === false) continue;
      const geometryId = instanceInfo[i].geometryIndex;
      this.getMatrixAt(i, _matrix$1);
      this.getBoundingSphereAt(geometryId, _sphere$2).applyMatrix4(_matrix$1);
      boundingSphere.union(_sphere$2);
    }
  }
  /**
   * Adds a new instance to the batch using the geometry of the given ID and returns
   * a new id referring to the new instance to be used by other functions.
   *
   * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
   * @return {number} The instance ID.
   */
  addInstance(geometryId) {
    const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
    if (atCapacity && this._availableInstanceIds.length === 0) {
      throw new Error("THREE.BatchedMesh: Maximum item count reached.");
    }
    const instanceInfo = {
      visible: true,
      active: true,
      geometryIndex: geometryId
    };
    let drawId = null;
    if (this._availableInstanceIds.length > 0) {
      this._availableInstanceIds.sort(ascIdSort);
      drawId = this._availableInstanceIds.shift();
      this._instanceInfo[drawId] = instanceInfo;
    } else {
      drawId = this._instanceInfo.length;
      this._instanceInfo.push(instanceInfo);
    }
    const matricesTexture = this._matricesTexture;
    _matrix$1.identity().toArray(matricesTexture.image.data, drawId * 16);
    matricesTexture.needsUpdate = true;
    const colorsTexture = this._colorsTexture;
    if (colorsTexture) {
      _whiteColor.toArray(colorsTexture.image.data, drawId * 4);
      colorsTexture.needsUpdate = true;
    }
    this._visibilityChanged = true;
    return drawId;
  }
  /**
   * Adds the given geometry to the batch and returns the associated
   * geometry id referring to it to be used in other functions.
   *
   * @param {BufferGeometry} geometry - The geometry to add.
   * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
   * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
   * to set a new geometry at this index at a later time that is larger than the original geometry.
   * Defaults to the length of the given geometry vertex buffer.
   * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
   * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
   * new geometry at this index at a later time that is larger than the original geometry. Defaults to
   * the length of the given geometry index buffer.
   * @return {number} The geometry ID.
   */
  addGeometry(geometry, reservedVertexCount = -1, reservedIndexCount = -1) {
    this._initializeGeometry(geometry);
    this._validateGeometry(geometry);
    const geometryInfo = {
      // geometry information
      vertexStart: -1,
      vertexCount: -1,
      reservedVertexCount: -1,
      indexStart: -1,
      indexCount: -1,
      reservedIndexCount: -1,
      // draw range information
      start: -1,
      count: -1,
      // state
      boundingBox: null,
      boundingSphere: null,
      active: true
    };
    const geometryInfoList = this._geometryInfo;
    geometryInfo.vertexStart = this._nextVertexStart;
    geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute("position").count : reservedVertexCount;
    const index = geometry.getIndex();
    const hasIndex = index !== null;
    if (hasIndex) {
      geometryInfo.indexStart = this._nextIndexStart;
      geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
    }
    if (geometryInfo.indexStart !== -1 && geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount || geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount) {
      throw new Error("THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.");
    }
    let geometryId;
    if (this._availableGeometryIds.length > 0) {
      this._availableGeometryIds.sort(ascIdSort);
      geometryId = this._availableGeometryIds.shift();
      geometryInfoList[geometryId] = geometryInfo;
    } else {
      geometryId = this._geometryCount;
      this._geometryCount++;
      geometryInfoList.push(geometryInfo);
    }
    this.setGeometryAt(geometryId, geometry);
    this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
    this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
    return geometryId;
  }
  /**
   * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
   * is not enough space reserved for geometry. Calling this will change all instances that are
   * rendering that geometry.
   *
   * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
   * @param {BufferGeometry} geometry - The new geometry.
   * @return {number} The geometry ID.
   */
  setGeometryAt(geometryId, geometry) {
    if (geometryId >= this._geometryCount) {
      throw new Error("THREE.BatchedMesh: Maximum geometry count reached.");
    }
    this._validateGeometry(geometry);
    const batchGeometry = this.geometry;
    const hasIndex = batchGeometry.getIndex() !== null;
    const dstIndex = batchGeometry.getIndex();
    const srcIndex = geometry.getIndex();
    const geometryInfo = this._geometryInfo[geometryId];
    if (hasIndex && srcIndex.count > geometryInfo.reservedIndexCount || geometry.attributes.position.count > geometryInfo.reservedVertexCount) {
      throw new Error("THREE.BatchedMesh: Reserved space not large enough for provided geometry.");
    }
    const vertexStart = geometryInfo.vertexStart;
    const reservedVertexCount = geometryInfo.reservedVertexCount;
    geometryInfo.vertexCount = geometry.getAttribute("position").count;
    for (const attributeName in batchGeometry.attributes) {
      const srcAttribute = geometry.getAttribute(attributeName);
      const dstAttribute = batchGeometry.getAttribute(attributeName);
      copyAttributeData(srcAttribute, dstAttribute, vertexStart);
      const itemSize = srcAttribute.itemSize;
      for (let i = srcAttribute.count, l = reservedVertexCount; i < l; i++) {
        const index = vertexStart + i;
        for (let c = 0; c < itemSize; c++) {
          dstAttribute.setComponent(index, c, 0);
        }
      }
      dstAttribute.needsUpdate = true;
      dstAttribute.addUpdateRange(vertexStart * itemSize, reservedVertexCount * itemSize);
    }
    if (hasIndex) {
      const indexStart = geometryInfo.indexStart;
      const reservedIndexCount = geometryInfo.reservedIndexCount;
      geometryInfo.indexCount = geometry.getIndex().count;
      for (let i = 0; i < srcIndex.count; i++) {
        dstIndex.setX(indexStart + i, vertexStart + srcIndex.getX(i));
      }
      for (let i = srcIndex.count, l = reservedIndexCount; i < l; i++) {
        dstIndex.setX(indexStart + i, vertexStart);
      }
      dstIndex.needsUpdate = true;
      dstIndex.addUpdateRange(indexStart, geometryInfo.reservedIndexCount);
    }
    geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
    geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
    geometryInfo.boundingBox = null;
    if (geometry.boundingBox !== null) {
      geometryInfo.boundingBox = geometry.boundingBox.clone();
    }
    geometryInfo.boundingSphere = null;
    if (geometry.boundingSphere !== null) {
      geometryInfo.boundingSphere = geometry.boundingSphere.clone();
    }
    this._visibilityChanged = true;
    return geometryId;
  }
  /**
   * Deletes the geometry defined by the given ID from this batch. Any instances referencing
   * this geometry will also be removed as a side effect.
   *
   * @param {number} geometryId - The ID of the geometry to remove from the batch.
   * @return {BatchedMesh} A reference to this batched mesh.
   */
  deleteGeometry(geometryId) {
    const geometryInfoList = this._geometryInfo;
    if (geometryId >= geometryInfoList.length || geometryInfoList[geometryId].active === false) {
      return this;
    }
    const instanceInfo = this._instanceInfo;
    for (let i = 0, l = instanceInfo.length; i < l; i++) {
      if (instanceInfo[i].active && instanceInfo[i].geometryIndex === geometryId) {
        this.deleteInstance(i);
      }
    }
    geometryInfoList[geometryId].active = false;
    this._availableGeometryIds.push(geometryId);
    this._visibilityChanged = true;
    return this;
  }
  /**
   * Deletes an existing instance from the batch using the given ID.
   *
   * @param {number} instanceId - The ID of the instance to remove from the batch.
   * @return {BatchedMesh} A reference to this batched mesh.
   */
  deleteInstance(instanceId) {
    this.validateInstanceId(instanceId);
    this._instanceInfo[instanceId].active = false;
    this._availableInstanceIds.push(instanceId);
    this._visibilityChanged = true;
    return this;
  }
  /**
   * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
   * previously deleted geometry, freeing up space to add new geometry.
   *
   * @return {BatchedMesh} A reference to this batched mesh.
   */
  optimize() {
    let nextVertexStart = 0;
    let nextIndexStart = 0;
    const geometryInfoList = this._geometryInfo;
    const indices = geometryInfoList.map((e, i) => i).sort((a, b) => {
      return geometryInfoList[a].vertexStart - geometryInfoList[b].vertexStart;
    });
    const geometry = this.geometry;
    for (let i = 0, l = geometryInfoList.length; i < l; i++) {
      const index = indices[i];
      const geometryInfo = geometryInfoList[index];
      if (geometryInfo.active === false) {
        continue;
      }
      if (geometry.index !== null) {
        if (geometryInfo.indexStart !== nextIndexStart) {
          const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
          const index2 = geometry.index;
          const array = index2.array;
          const elementDelta = nextVertexStart - vertexStart;
          for (let j = indexStart; j < indexStart + reservedIndexCount; j++) {
            array[j] = array[j] + elementDelta;
          }
          index2.array.copyWithin(nextIndexStart, indexStart, indexStart + reservedIndexCount);
          index2.addUpdateRange(nextIndexStart, reservedIndexCount);
          index2.needsUpdate = true;
          geometryInfo.indexStart = nextIndexStart;
        }
        nextIndexStart += geometryInfo.reservedIndexCount;
      }
      if (geometryInfo.vertexStart !== nextVertexStart) {
        const { vertexStart, reservedVertexCount } = geometryInfo;
        const attributes = geometry.attributes;
        for (const key in attributes) {
          const attribute = attributes[key];
          const { array, itemSize } = attribute;
          array.copyWithin(nextVertexStart * itemSize, vertexStart * itemSize, (vertexStart + reservedVertexCount) * itemSize);
          attribute.addUpdateRange(nextVertexStart * itemSize, reservedVertexCount * itemSize);
          attribute.needsUpdate = true;
        }
        geometryInfo.vertexStart = nextVertexStart;
      }
      nextVertexStart += geometryInfo.reservedVertexCount;
      geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
      this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
      this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
    }
    this._visibilityChanged = true;
    return this;
  }
  /**
   * Returns the bounding box for the given geometry.
   *
   * @param {number} geometryId - The ID of the geometry to return the bounding box for.
   * @param {Box3} target - The target object that is used to store the method's result.
   * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
   */
  getBoundingBoxAt(geometryId, target) {
    if (geometryId >= this._geometryCount) {
      return null;
    }
    const geometry = this.geometry;
    const geometryInfo = this._geometryInfo[geometryId];
    if (geometryInfo.boundingBox === null) {
      const box = new Box3();
      const index = geometry.index;
      const position = geometry.attributes.position;
      for (let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i++) {
        let iv = i;
        if (index) {
          iv = index.getX(iv);
        }
        box.expandByPoint(_vector$5.fromBufferAttribute(position, iv));
      }
      geometryInfo.boundingBox = box;
    }
    target.copy(geometryInfo.boundingBox);
    return target;
  }
  /**
   * Returns the bounding sphere for the given geometry.
   *
   * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
   * @param {Sphere} target - The target object that is used to store the method's result.
   * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
   */
  getBoundingSphereAt(geometryId, target) {
    if (geometryId >= this._geometryCount) {
      return null;
    }
    const geometry = this.geometry;
    const geometryInfo = this._geometryInfo[geometryId];
    if (geometryInfo.boundingSphere === null) {
      const sphere = new Sphere();
      this.getBoundingBoxAt(geometryId, _box$1);
      _box$1.getCenter(sphere.center);
      const index = geometry.index;
      const position = geometry.attributes.position;
      let maxRadiusSq = 0;
      for (let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i++) {
        let iv = i;
        if (index) {
          iv = index.getX(iv);
        }
        _vector$5.fromBufferAttribute(position, iv);
        maxRadiusSq = Math.max(maxRadiusSq, sphere.center.distanceToSquared(_vector$5));
      }
      sphere.radius = Math.sqrt(maxRadiusSq);
      geometryInfo.boundingSphere = sphere;
    }
    target.copy(geometryInfo.boundingSphere);
    return target;
  }
  /**
   * Sets the given local transformation matrix to the defined instance.
   * Negatively scaled matrices are not supported.
   *
   * @param {number} instanceId - The ID of an instance to set the matrix of.
   * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
   * @return {BatchedMesh} A reference to this batched mesh.
   */
  setMatrixAt(instanceId, matrix) {
    this.validateInstanceId(instanceId);
    const matricesTexture = this._matricesTexture;
    const matricesArray = this._matricesTexture.image.data;
    matrix.toArray(matricesArray, instanceId * 16);
    matricesTexture.needsUpdate = true;
    return this;
  }
  /**
   * Returns the local transformation matrix of the defined instance.
   *
   * @param {number} instanceId - The ID of an instance to get the matrix of.
   * @param {Matrix4} matrix - The target object that is used to store the method's result.
   * @return {Matrix4} The instance's local transformation matrix.
   */
  getMatrixAt(instanceId, matrix) {
    this.validateInstanceId(instanceId);
    return matrix.fromArray(this._matricesTexture.image.data, instanceId * 16);
  }
  /**
   * Sets the given color to the defined instance.
   *
   * @param {number} instanceId - The ID of an instance to set the color of.
   * @param {Color} color - The color to set the instance to.
   * @return {BatchedMesh} A reference to this batched mesh.
   */
  setColorAt(instanceId, color) {
    this.validateInstanceId(instanceId);
    if (this._colorsTexture === null) {
      this._initColorsTexture();
    }
    color.toArray(this._colorsTexture.image.data, instanceId * 4);
    this._colorsTexture.needsUpdate = true;
    return this;
  }
  /**
   * Returns the color of the defined instance.
   *
   * @param {number} instanceId - The ID of an instance to get the color of.
   * @param {Color} color - The target object that is used to store the method's result.
   * @return {Color} The instance's color.
   */
  getColorAt(instanceId, color) {
    this.validateInstanceId(instanceId);
    return color.fromArray(this._colorsTexture.image.data, instanceId * 4);
  }
  /**
   * Sets the visibility of the instance.
   *
   * @param {number} instanceId - The id of the instance to set the visibility of.
   * @param {boolean} visible - Whether the instance is visible or not.
   * @return {BatchedMesh} A reference to this batched mesh.
   */
  setVisibleAt(instanceId, visible) {
    this.validateInstanceId(instanceId);
    if (this._instanceInfo[instanceId].visible === visible) {
      return this;
    }
    this._instanceInfo[instanceId].visible = visible;
    this._visibilityChanged = true;
    return this;
  }
  /**
   * Returns the visibility state of the defined instance.
   *
   * @param {number} instanceId - The ID of an instance to get the visibility state of.
   * @return {boolean} Whether the instance is visible or not.
   */
  getVisibleAt(instanceId) {
    this.validateInstanceId(instanceId);
    return this._instanceInfo[instanceId].visible;
  }
  /**
   * Sets the geometry ID of the instance at the given index.
   *
   * @param {number} instanceId - The ID of the instance to set the geometry ID of.
   * @param {number} geometryId - The geometry ID to be use by the instance.
   * @return {BatchedMesh} A reference to this batched mesh.
   */
  setGeometryIdAt(instanceId, geometryId) {
    this.validateInstanceId(instanceId);
    this.validateGeometryId(geometryId);
    this._instanceInfo[instanceId].geometryIndex = geometryId;
    return this;
  }
  /**
   * Returns the geometry ID of the defined instance.
   *
   * @param {number} instanceId - The ID of an instance to get the geometry ID of.
   * @return {number} The instance's geometry ID.
   */
  getGeometryIdAt(instanceId) {
    this.validateInstanceId(instanceId);
    return this._instanceInfo[instanceId].geometryIndex;
  }
  /**
   * Get the range representing the subset of triangles related to the attached geometry,
   * indicating the starting offset and count, or `null` if invalid.
   *
   * @param {number} geometryId - The id of the geometry to get the range of.
   * @param {Object} [target] - The target object that is used to store the method's result.
   * @return {{
   * 	vertexStart:number,vertexCount:number,reservedVertexCount:number,
   * 	indexStart:number,indexCount:number,reservedIndexCount:number,
   * 	start:number,count:number
   * }} The result object with range data.
   */
  getGeometryRangeAt(geometryId, target = {}) {
    this.validateGeometryId(geometryId);
    const geometryInfo = this._geometryInfo[geometryId];
    target.vertexStart = geometryInfo.vertexStart;
    target.vertexCount = geometryInfo.vertexCount;
    target.reservedVertexCount = geometryInfo.reservedVertexCount;
    target.indexStart = geometryInfo.indexStart;
    target.indexCount = geometryInfo.indexCount;
    target.reservedIndexCount = geometryInfo.reservedIndexCount;
    target.start = geometryInfo.start;
    target.count = geometryInfo.count;
    return target;
  }
  /**
   * Resizes the necessary buffers to support the provided number of instances.
   * If the provided arguments shrink the number of instances but there are not enough
   * unused Ids at the end of the list then an error is thrown.
   *
   * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  */
  setInstanceCount(maxInstanceCount) {
    const availableInstanceIds = this._availableInstanceIds;
    const instanceInfo = this._instanceInfo;
    availableInstanceIds.sort(ascIdSort);
    while (availableInstanceIds[availableInstanceIds.length - 1] === instanceInfo.length - 1) {
      instanceInfo.pop();
      availableInstanceIds.pop();
    }
    if (maxInstanceCount < instanceInfo.length) {
      throw new Error(`BatchedMesh: Instance ids outside the range ${maxInstanceCount} are being used. Cannot shrink instance count.`);
    }
    const multiDrawCounts = new Int32Array(maxInstanceCount);
    const multiDrawStarts = new Int32Array(maxInstanceCount);
    copyArrayContents(this._multiDrawCounts, multiDrawCounts);
    copyArrayContents(this._multiDrawStarts, multiDrawStarts);
    this._multiDrawCounts = multiDrawCounts;
    this._multiDrawStarts = multiDrawStarts;
    this._maxInstanceCount = maxInstanceCount;
    const indirectTexture = this._indirectTexture;
    const matricesTexture = this._matricesTexture;
    const colorsTexture = this._colorsTexture;
    indirectTexture.dispose();
    this._initIndirectTexture();
    copyArrayContents(indirectTexture.image.data, this._indirectTexture.image.data);
    matricesTexture.dispose();
    this._initMatricesTexture();
    copyArrayContents(matricesTexture.image.data, this._matricesTexture.image.data);
    if (colorsTexture) {
      colorsTexture.dispose();
      this._initColorsTexture();
      copyArrayContents(colorsTexture.image.data, this._colorsTexture.image.data);
    }
  }
  /**
   * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
   * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
   * end of the geometry attributes then an error is thrown.
   *
   * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
   * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  */
  setGeometrySize(maxVertexCount, maxIndexCount) {
    const validRanges = [...this._geometryInfo].filter((info) => info.active);
    const requiredVertexLength = Math.max(...validRanges.map((range) => range.vertexStart + range.reservedVertexCount));
    if (requiredVertexLength > maxVertexCount) {
      throw new Error(`BatchedMesh: Geometry vertex values are being used outside the range ${maxIndexCount}. Cannot shrink further.`);
    }
    if (this.geometry.index) {
      const requiredIndexLength = Math.max(...validRanges.map((range) => range.indexStart + range.reservedIndexCount));
      if (requiredIndexLength > maxIndexCount) {
        throw new Error(`BatchedMesh: Geometry index values are being used outside the range ${maxIndexCount}. Cannot shrink further.`);
      }
    }
    const oldGeometry = this.geometry;
    oldGeometry.dispose();
    this._maxVertexCount = maxVertexCount;
    this._maxIndexCount = maxIndexCount;
    if (this._geometryInitialized) {
      this._geometryInitialized = false;
      this.geometry = new BufferGeometry();
      this._initializeGeometry(oldGeometry);
    }
    const geometry = this.geometry;
    if (oldGeometry.index) {
      copyArrayContents(oldGeometry.index.array, geometry.index.array);
    }
    for (const key in oldGeometry.attributes) {
      copyArrayContents(oldGeometry.attributes[key].array, geometry.attributes[key].array);
    }
  }
  raycast(raycaster, intersects2) {
    const instanceInfo = this._instanceInfo;
    const geometryInfoList = this._geometryInfo;
    const matrixWorld = this.matrixWorld;
    const batchGeometry = this.geometry;
    _mesh.material = this.material;
    _mesh.geometry.index = batchGeometry.index;
    _mesh.geometry.attributes = batchGeometry.attributes;
    if (_mesh.geometry.boundingBox === null) {
      _mesh.geometry.boundingBox = new Box3();
    }
    if (_mesh.geometry.boundingSphere === null) {
      _mesh.geometry.boundingSphere = new Sphere();
    }
    for (let i = 0, l = instanceInfo.length; i < l; i++) {
      if (!instanceInfo[i].visible || !instanceInfo[i].active) {
        continue;
      }
      const geometryId = instanceInfo[i].geometryIndex;
      const geometryInfo = geometryInfoList[geometryId];
      _mesh.geometry.setDrawRange(geometryInfo.start, geometryInfo.count);
      this.getMatrixAt(i, _mesh.matrixWorld).premultiply(matrixWorld);
      this.getBoundingBoxAt(geometryId, _mesh.geometry.boundingBox);
      this.getBoundingSphereAt(geometryId, _mesh.geometry.boundingSphere);
      _mesh.raycast(raycaster, _batchIntersects);
      for (let j = 0, l2 = _batchIntersects.length; j < l2; j++) {
        const intersect2 = _batchIntersects[j];
        intersect2.object = this;
        intersect2.batchId = i;
        intersects2.push(intersect2);
      }
      _batchIntersects.length = 0;
    }
    _mesh.material = null;
    _mesh.geometry.index = null;
    _mesh.geometry.attributes = {};
    _mesh.geometry.setDrawRange(0, Infinity);
  }
  copy(source) {
    super.copy(source);
    this.geometry = source.geometry.clone();
    this.perObjectFrustumCulled = source.perObjectFrustumCulled;
    this.sortObjects = source.sortObjects;
    this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
    this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
    this._geometryInfo = source._geometryInfo.map((info) => ({
      ...info,
      boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
      boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null
    }));
    this._instanceInfo = source._instanceInfo.map((info) => ({ ...info }));
    this._availableInstanceIds = source._availableInstanceIds.slice();
    this._availableGeometryIds = source._availableGeometryIds.slice();
    this._nextIndexStart = source._nextIndexStart;
    this._nextVertexStart = source._nextVertexStart;
    this._geometryCount = source._geometryCount;
    this._maxInstanceCount = source._maxInstanceCount;
    this._maxVertexCount = source._maxVertexCount;
    this._maxIndexCount = source._maxIndexCount;
    this._geometryInitialized = source._geometryInitialized;
    this._multiDrawCounts = source._multiDrawCounts.slice();
    this._multiDrawStarts = source._multiDrawStarts.slice();
    this._indirectTexture = source._indirectTexture.clone();
    this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
    this._matricesTexture = source._matricesTexture.clone();
    this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
    if (this._colorsTexture !== null) {
      this._colorsTexture = source._colorsTexture.clone();
      this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
    }
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this._matricesTexture.dispose();
    this._matricesTexture = null;
    this._indirectTexture.dispose();
    this._indirectTexture = null;
    if (this._colorsTexture !== null) {
      this._colorsTexture.dispose();
      this._colorsTexture = null;
    }
  }
  onBeforeRender(renderer, scene, camera, geometry, material) {
    if (!this._visibilityChanged && !this.perObjectFrustumCulled && !this.sortObjects) {
      return;
    }
    const index = geometry.getIndex();
    const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
    const instanceInfo = this._instanceInfo;
    const multiDrawStarts = this._multiDrawStarts;
    const multiDrawCounts = this._multiDrawCounts;
    const geometryInfoList = this._geometryInfo;
    const perObjectFrustumCulled = this.perObjectFrustumCulled;
    const indirectTexture = this._indirectTexture;
    const indirectArray = indirectTexture.image.data;
    const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
    if (perObjectFrustumCulled && !camera.isArrayCamera) {
      _matrix$1.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse).multiply(this.matrixWorld);
      _frustum.setFromProjectionMatrix(
        _matrix$1,
        camera.coordinateSystem,
        camera.reversedDepth
      );
    }
    let multiDrawCount = 0;
    if (this.sortObjects) {
      _matrix$1.copy(this.matrixWorld).invert();
      _vector$5.setFromMatrixPosition(camera.matrixWorld).applyMatrix4(_matrix$1);
      _forward$1.set(0, 0, -1).transformDirection(camera.matrixWorld).transformDirection(_matrix$1);
      for (let i = 0, l = instanceInfo.length; i < l; i++) {
        if (instanceInfo[i].visible && instanceInfo[i].active) {
          const geometryId = instanceInfo[i].geometryIndex;
          this.getMatrixAt(i, _matrix$1);
          this.getBoundingSphereAt(geometryId, _sphere$2).applyMatrix4(_matrix$1);
          let culled = false;
          if (perObjectFrustumCulled) {
            culled = !frustum.intersectsSphere(_sphere$2, camera);
          }
          if (!culled) {
            const geometryInfo = geometryInfoList[geometryId];
            const z = _temp.subVectors(_sphere$2.center, _vector$5).dot(_forward$1);
            _renderList.push(geometryInfo.start, geometryInfo.count, z, i);
          }
        }
      }
      const list = _renderList.list;
      const customSort = this.customSort;
      if (customSort === null) {
        list.sort(material.transparent ? sortTransparent : sortOpaque);
      } else {
        customSort.call(this, list, camera);
      }
      for (let i = 0, l = list.length; i < l; i++) {
        const item = list[i];
        multiDrawStarts[multiDrawCount] = item.start * bytesPerElement;
        multiDrawCounts[multiDrawCount] = item.count;
        indirectArray[multiDrawCount] = item.index;
        multiDrawCount++;
      }
      _renderList.reset();
    } else {
      for (let i = 0, l = instanceInfo.length; i < l; i++) {
        if (instanceInfo[i].visible && instanceInfo[i].active) {
          const geometryId = instanceInfo[i].geometryIndex;
          let culled = false;
          if (perObjectFrustumCulled) {
            this.getMatrixAt(i, _matrix$1);
            this.getBoundingSphereAt(geometryId, _sphere$2).applyMatrix4(_matrix$1);
            culled = !frustum.intersectsSphere(_sphere$2, camera);
          }
          if (!culled) {
            const geometryInfo = geometryInfoList[geometryId];
            multiDrawStarts[multiDrawCount] = geometryInfo.start * bytesPerElement;
            multiDrawCounts[multiDrawCount] = geometryInfo.count;
            indirectArray[multiDrawCount] = i;
            multiDrawCount++;
          }
        }
      }
    }
    indirectTexture.needsUpdate = true;
    this._multiDrawCount = multiDrawCount;
    this._visibilityChanged = false;
  }
  onBeforeShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial) {
    this.onBeforeRender(renderer, null, shadowCamera, geometry, depthMaterial);
  }
};
var LineBasicMaterial = class extends Material {
  /**
   * Constructs a new line basic material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isLineBasicMaterial = true;
    this.type = "LineBasicMaterial";
    this.color = new Color(16777215);
    this.map = null;
    this.linewidth = 1;
    this.linecap = "round";
    this.linejoin = "round";
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.color.copy(source.color);
    this.map = source.map;
    this.linewidth = source.linewidth;
    this.linecap = source.linecap;
    this.linejoin = source.linejoin;
    this.fog = source.fog;
    return this;
  }
};
var _vStart = new Vector3();
var _vEnd = new Vector3();
var _inverseMatrix$1 = new Matrix4();
var _ray$1 = new Ray();
var _sphere$1 = new Sphere();
var _intersectPointOnRay = new Vector3();
var _intersectPointOnSegment = new Vector3();
var Line = class extends Object3D {
  /**
   * Constructs a new line.
   *
   * @param {BufferGeometry} [geometry] - The line geometry.
   * @param {Material|Array<Material>} [material] - The line material.
   */
  constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
    super();
    this.isLine = true;
    this.type = "Line";
    this.geometry = geometry;
    this.material = material;
    this.morphTargetDictionary = void 0;
    this.morphTargetInfluences = void 0;
    this.updateMorphTargets();
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.material = Array.isArray(source.material) ? source.material.slice() : source.material;
    this.geometry = source.geometry;
    return this;
  }
  /**
   * Computes an array of distance values which are necessary for rendering dashed lines.
   * For each vertex in the geometry, the method calculates the cumulative length from the
   * current point to the very beginning of the line.
   *
   * @return {Line} A reference to this line.
   */
  computeLineDistances() {
    const geometry = this.geometry;
    if (geometry.index === null) {
      const positionAttribute = geometry.attributes.position;
      const lineDistances = [0];
      for (let i = 1, l = positionAttribute.count; i < l; i++) {
        _vStart.fromBufferAttribute(positionAttribute, i - 1);
        _vEnd.fromBufferAttribute(positionAttribute, i);
        lineDistances[i] = lineDistances[i - 1];
        lineDistances[i] += _vStart.distanceTo(_vEnd);
      }
      geometry.setAttribute("lineDistance", new Float32BufferAttribute(lineDistances, 1));
    } else {
      warn("Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.");
    }
    return this;
  }
  /**
   * Computes intersection points between a casted ray and this line.
   *
   * @param {Raycaster} raycaster - The raycaster.
   * @param {Array<Object>} intersects - The target array that holds the intersection points.
   */
  raycast(raycaster, intersects2) {
    const geometry = this.geometry;
    const matrixWorld = this.matrixWorld;
    const threshold = raycaster.params.Line.threshold;
    const drawRange = geometry.drawRange;
    if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
    _sphere$1.copy(geometry.boundingSphere);
    _sphere$1.applyMatrix4(matrixWorld);
    _sphere$1.radius += threshold;
    if (raycaster.ray.intersectsSphere(_sphere$1) === false) return;
    _inverseMatrix$1.copy(matrixWorld).invert();
    _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
    const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
    const localThresholdSq = localThreshold * localThreshold;
    const step = this.isLineSegments ? 2 : 1;
    const index = geometry.index;
    const attributes = geometry.attributes;
    const positionAttribute = attributes.position;
    if (index !== null) {
      const start = Math.max(0, drawRange.start);
      const end = Math.min(index.count, drawRange.start + drawRange.count);
      for (let i = start, l = end - 1; i < l; i += step) {
        const a = index.getX(i);
        const b = index.getX(i + 1);
        const intersect2 = checkIntersection(this, raycaster, _ray$1, localThresholdSq, a, b, i);
        if (intersect2) {
          intersects2.push(intersect2);
        }
      }
      if (this.isLineLoop) {
        const a = index.getX(end - 1);
        const b = index.getX(start);
        const intersect2 = checkIntersection(this, raycaster, _ray$1, localThresholdSq, a, b, end - 1);
        if (intersect2) {
          intersects2.push(intersect2);
        }
      }
    } else {
      const start = Math.max(0, drawRange.start);
      const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
      for (let i = start, l = end - 1; i < l; i += step) {
        const intersect2 = checkIntersection(this, raycaster, _ray$1, localThresholdSq, i, i + 1, i);
        if (intersect2) {
          intersects2.push(intersect2);
        }
      }
      if (this.isLineLoop) {
        const intersect2 = checkIntersection(this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1);
        if (intersect2) {
          intersects2.push(intersect2);
        }
      }
    }
  }
  /**
   * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
   * to make sure existing morph targets can influence this 3D object.
   */
  updateMorphTargets() {
    const geometry = this.geometry;
    const morphAttributes = geometry.morphAttributes;
    const keys = Object.keys(morphAttributes);
    if (keys.length > 0) {
      const morphAttribute = morphAttributes[keys[0]];
      if (morphAttribute !== void 0) {
        this.morphTargetInfluences = [];
        this.morphTargetDictionary = {};
        for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
          const name = morphAttribute[m].name || String(m);
          this.morphTargetInfluences.push(0);
          this.morphTargetDictionary[name] = m;
        }
      }
    }
  }
};
function checkIntersection(object, raycaster, ray, thresholdSq, a, b, i) {
  const positionAttribute = object.geometry.attributes.position;
  _vStart.fromBufferAttribute(positionAttribute, a);
  _vEnd.fromBufferAttribute(positionAttribute, b);
  const distSq = ray.distanceSqToSegment(_vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment);
  if (distSq > thresholdSq) return;
  _intersectPointOnRay.applyMatrix4(object.matrixWorld);
  const distance = raycaster.ray.origin.distanceTo(_intersectPointOnRay);
  if (distance < raycaster.near || distance > raycaster.far) return;
  return {
    distance,
    // What do we want? intersection point on the ray or on the segment??
    // point: raycaster.ray.at( distance ),
    point: _intersectPointOnSegment.clone().applyMatrix4(object.matrixWorld),
    index: i,
    face: null,
    faceIndex: null,
    barycoord: null,
    object
  };
}
var _start = new Vector3();
var _end = new Vector3();
var LineSegments = class extends Line {
  /**
   * Constructs a new line segments.
   *
   * @param {BufferGeometry} [geometry] - The line geometry.
   * @param {Material|Array<Material>} [material] - The line material.
   */
  constructor(geometry, material) {
    super(geometry, material);
    this.isLineSegments = true;
    this.type = "LineSegments";
  }
  computeLineDistances() {
    const geometry = this.geometry;
    if (geometry.index === null) {
      const positionAttribute = geometry.attributes.position;
      const lineDistances = [];
      for (let i = 0, l = positionAttribute.count; i < l; i += 2) {
        _start.fromBufferAttribute(positionAttribute, i);
        _end.fromBufferAttribute(positionAttribute, i + 1);
        lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
        lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);
      }
      geometry.setAttribute("lineDistance", new Float32BufferAttribute(lineDistances, 1));
    } else {
      warn("LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.");
    }
    return this;
  }
};
var LineLoop = class extends Line {
  /**
   * Constructs a new line loop.
   *
   * @param {BufferGeometry} [geometry] - The line geometry.
   * @param {Material|Array<Material>} [material] - The line material.
   */
  constructor(geometry, material) {
    super(geometry, material);
    this.isLineLoop = true;
    this.type = "LineLoop";
  }
};
var PointsMaterial = class extends Material {
  /**
   * Constructs a new points material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isPointsMaterial = true;
    this.type = "PointsMaterial";
    this.color = new Color(16777215);
    this.map = null;
    this.alphaMap = null;
    this.size = 1;
    this.sizeAttenuation = true;
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.color.copy(source.color);
    this.map = source.map;
    this.alphaMap = source.alphaMap;
    this.size = source.size;
    this.sizeAttenuation = source.sizeAttenuation;
    this.fog = source.fog;
    return this;
  }
};
var _inverseMatrix = new Matrix4();
var _ray = new Ray();
var _sphere = new Sphere();
var _position$2 = new Vector3();
var Points = class extends Object3D {
  /**
   * Constructs a new point cloud.
   *
   * @param {BufferGeometry} [geometry] - The points geometry.
   * @param {Material|Array<Material>} [material] - The points material.
   */
  constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
    super();
    this.isPoints = true;
    this.type = "Points";
    this.geometry = geometry;
    this.material = material;
    this.morphTargetDictionary = void 0;
    this.morphTargetInfluences = void 0;
    this.updateMorphTargets();
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.material = Array.isArray(source.material) ? source.material.slice() : source.material;
    this.geometry = source.geometry;
    return this;
  }
  /**
   * Computes intersection points between a casted ray and this point cloud.
   *
   * @param {Raycaster} raycaster - The raycaster.
   * @param {Array<Object>} intersects - The target array that holds the intersection points.
   */
  raycast(raycaster, intersects2) {
    const geometry = this.geometry;
    const matrixWorld = this.matrixWorld;
    const threshold = raycaster.params.Points.threshold;
    const drawRange = geometry.drawRange;
    if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
    _sphere.copy(geometry.boundingSphere);
    _sphere.applyMatrix4(matrixWorld);
    _sphere.radius += threshold;
    if (raycaster.ray.intersectsSphere(_sphere) === false) return;
    _inverseMatrix.copy(matrixWorld).invert();
    _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);
    const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
    const localThresholdSq = localThreshold * localThreshold;
    const index = geometry.index;
    const attributes = geometry.attributes;
    const positionAttribute = attributes.position;
    if (index !== null) {
      const start = Math.max(0, drawRange.start);
      const end = Math.min(index.count, drawRange.start + drawRange.count);
      for (let i = start, il = end; i < il; i++) {
        const a = index.getX(i);
        _position$2.fromBufferAttribute(positionAttribute, a);
        testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects2, this);
      }
    } else {
      const start = Math.max(0, drawRange.start);
      const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
      for (let i = start, l = end; i < l; i++) {
        _position$2.fromBufferAttribute(positionAttribute, i);
        testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects2, this);
      }
    }
  }
  /**
   * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
   * to make sure existing morph targets can influence this 3D object.
   */
  updateMorphTargets() {
    const geometry = this.geometry;
    const morphAttributes = geometry.morphAttributes;
    const keys = Object.keys(morphAttributes);
    if (keys.length > 0) {
      const morphAttribute = morphAttributes[keys[0]];
      if (morphAttribute !== void 0) {
        this.morphTargetInfluences = [];
        this.morphTargetDictionary = {};
        for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
          const name = morphAttribute[m].name || String(m);
          this.morphTargetInfluences.push(0);
          this.morphTargetDictionary[name] = m;
        }
      }
    }
  }
};
function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects2, object) {
  const rayPointDistanceSq = _ray.distanceSqToPoint(point);
  if (rayPointDistanceSq < localThresholdSq) {
    const intersectPoint = new Vector3();
    _ray.closestPointToPoint(point, intersectPoint);
    intersectPoint.applyMatrix4(matrixWorld);
    const distance = raycaster.ray.origin.distanceTo(intersectPoint);
    if (distance < raycaster.near || distance > raycaster.far) return;
    intersects2.push({
      distance,
      distanceToRay: Math.sqrt(rayPointDistanceSq),
      point: intersectPoint,
      index,
      face: null,
      faceIndex: null,
      barycoord: null,
      object
    });
  }
}
var VideoTexture = class extends Texture {
  /**
   * Constructs a new video texture.
   *
   * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
   * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=LinearFilter] - The mag filter value.
   * @param {number} [minFilter=LinearFilter] - The min filter value.
   * @param {number} [format=RGBAFormat] - The texture format.
   * @param {number} [type=UnsignedByteType] - The texture type.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   */
  constructor(video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy) {
    super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
    this.isVideoTexture = true;
    this.generateMipmaps = false;
    this._requestVideoFrameCallbackId = 0;
    const scope = this;
    function updateVideo() {
      scope.needsUpdate = true;
      scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback(updateVideo);
    }
    if ("requestVideoFrameCallback" in video) {
      this._requestVideoFrameCallbackId = video.requestVideoFrameCallback(updateVideo);
    }
  }
  clone() {
    return new this.constructor(this.image).copy(this);
  }
  /**
   * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
   * to `true` every time a new frame is available.
   *
   * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
   */
  update() {
    const video = this.image;
    const hasVideoFrameCallback = "requestVideoFrameCallback" in video;
    if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
      this.needsUpdate = true;
    }
  }
  dispose() {
    if (this._requestVideoFrameCallbackId !== 0) {
      this.source.data.cancelVideoFrameCallback(this._requestVideoFrameCallbackId);
      this._requestVideoFrameCallbackId = 0;
    }
    super.dispose();
  }
};
var VideoFrameTexture = class extends VideoTexture {
  /**
   * Constructs a new video frame texture.
   *
   * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=LinearFilter] - The mag filter value.
   * @param {number} [minFilter=LinearFilter] - The min filter value.
   * @param {number} [format=RGBAFormat] - The texture format.
   * @param {number} [type=UnsignedByteType] - The texture type.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   */
  constructor(mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
    super({}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
    this.isVideoFrameTexture = true;
  }
  /**
   * This method overwritten with an empty implementation since
   * this type of texture is updated via `setFrame()`.
   */
  update() {
  }
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Sets the current frame of the video. This will automatically update the texture
   * so the data can be used for rendering.
   *
   * @param {VideoFrame} frame - The video frame.
   */
  setFrame(frame) {
    this.image = frame;
    this.needsUpdate = true;
  }
};
var FramebufferTexture = class extends Texture {
  /**
   * Constructs a new framebuffer texture.
   *
   * @param {number} [width] - The width of the texture.
   * @param {number} [height] - The height of the texture.
   */
  constructor(width, height) {
    super({ width, height });
    this.isFramebufferTexture = true;
    this.magFilter = NearestFilter;
    this.minFilter = NearestFilter;
    this.generateMipmaps = false;
    this.needsUpdate = true;
  }
};
var CompressedTexture = class extends Texture {
  /**
   * Constructs a new compressed texture.
   *
   * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
   * the data and dimensions.
   * @param {number} width - The width of the texture.
   * @param {number} height - The height of the texture.
   * @param {number} [format=RGBAFormat] - The texture format.
   * @param {number} [type=UnsignedByteType] - The texture type.
   * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=LinearFilter] - The mag filter value.
   * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   * @param {string} [colorSpace=NoColorSpace] - The color space.
   */
  constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace) {
    super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace);
    this.isCompressedTexture = true;
    this.image = { width, height };
    this.mipmaps = mipmaps;
    this.flipY = false;
    this.generateMipmaps = false;
  }
};
var CompressedArrayTexture = class extends CompressedTexture {
  /**
   * Constructs a new compressed array texture.
   *
   * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
   * the data and dimensions.
   * @param {number} width - The width of the texture.
   * @param {number} height - The height of the texture.
   * @param {number} depth - The depth of the texture.
   * @param {number} [format=RGBAFormat] - The min filter value.
   * @param {number} [type=UnsignedByteType] - The min filter value.
   */
  constructor(mipmaps, width, height, depth, format, type) {
    super(mipmaps, width, height, format, type);
    this.isCompressedArrayTexture = true;
    this.image.depth = depth;
    this.wrapR = ClampToEdgeWrapping;
    this.layerUpdates = /* @__PURE__ */ new Set();
  }
  /**
   * Describes that a specific layer of the texture needs to be updated.
   * Normally when {@link Texture#needsUpdate} is set to `true`, the
   * entire compressed texture array is sent to the GPU. Marking specific
   * layers will only transmit subsets of all mipmaps associated with a
   * specific depth in the array which is often much more performant.
   *
   * @param {number} layerIndex - The layer index that should be updated.
   */
  addLayerUpdate(layerIndex) {
    this.layerUpdates.add(layerIndex);
  }
  /**
   * Resets the layer updates registry.
   */
  clearLayerUpdates() {
    this.layerUpdates.clear();
  }
};
var CompressedCubeTexture = class extends CompressedTexture {
  /**
   * Constructs a new compressed texture.
   *
   * @param {Array<CompressedTexture>} images - An array of compressed textures.
   * @param {number} [format=RGBAFormat] - The texture format.
   * @param {number} [type=UnsignedByteType] - The texture type.
   */
  constructor(images, format, type) {
    super(void 0, images[0].width, images[0].height, format, type, CubeReflectionMapping);
    this.isCompressedCubeTexture = true;
    this.isCubeTexture = true;
    this.image = images;
  }
};
var CanvasTexture = class extends Texture {
  /**
   * Constructs a new texture.
   *
   * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
   * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=LinearFilter] - The mag filter value.
   * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
   * @param {number} [format=RGBAFormat] - The texture format.
   * @param {number} [type=UnsignedByteType] - The texture type.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   */
  constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
    super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
    this.isCanvasTexture = true;
    this.needsUpdate = true;
  }
};
var DepthTexture = class extends Texture {
  /**
   * Constructs a new depth texture.
   *
   * @param {number} width - The width of the texture.
   * @param {number} height - The height of the texture.
   * @param {number} [type=UnsignedIntType] - The texture type.
   * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=LinearFilter] - The mag filter value.
   * @param {number} [minFilter=LinearFilter] - The min filter value.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   * @param {number} [format=DepthFormat] - The texture format.
   * @param {number} [depth=1] - The depth of the texture.
   */
  constructor(width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1) {
    if (format !== DepthFormat && format !== DepthStencilFormat) {
      throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");
    }
    const image = { width, height, depth };
    super(image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
    this.isDepthTexture = true;
    this.flipY = false;
    this.generateMipmaps = false;
    this.compareFunction = null;
  }
  copy(source) {
    super.copy(source);
    this.source = new Source(Object.assign({}, source.image));
    this.compareFunction = source.compareFunction;
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    if (this.compareFunction !== null) data.compareFunction = this.compareFunction;
    return data;
  }
};
var CubeDepthTexture = class extends DepthTexture {
  /**
   * Constructs a new cube depth texture.
   *
   * @param {number} size - The size (width and height) of each cube face.
   * @param {number} [type=UnsignedIntType] - The texture type.
   * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
   * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
   * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
   * @param {number} [magFilter=NearestFilter] - The mag filter value.
   * @param {number} [minFilter=NearestFilter] - The min filter value.
   * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
   * @param {number} [format=DepthFormat] - The texture format.
   */
  constructor(size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat) {
    const image = { width: size, height: size, depth: 1 };
    const images = [image, image, image, image, image, image];
    super(size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format);
    this.image = images;
    this.isCubeDepthTexture = true;
    this.isCubeTexture = true;
  }
  /**
   * Alias for {@link CubeDepthTexture#image}.
   *
   * @type {Array<Image>}
   */
  get images() {
    return this.image;
  }
  set images(value) {
    this.image = value;
  }
};
var ExternalTexture = class extends Texture {
  /**
   * Creates a new raw texture.
   *
   * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
   */
  constructor(sourceTexture = null) {
    super();
    this.sourceTexture = sourceTexture;
    this.isExternalTexture = true;
  }
  copy(source) {
    super.copy(source);
    this.sourceTexture = source.sourceTexture;
    return this;
  }
};
var CapsuleGeometry = class _CapsuleGeometry extends BufferGeometry {
  /**
   * Constructs a new capsule geometry.
   *
   * @param {number} [radius=1] - Radius of the capsule.
   * @param {number} [height=1] - Height of the middle section.
   * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
   * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
   * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
   */
  constructor(radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1) {
    super();
    this.type = "CapsuleGeometry";
    this.parameters = {
      radius,
      height,
      capSegments,
      radialSegments,
      heightSegments
    };
    height = Math.max(0, height);
    capSegments = Math.max(1, Math.floor(capSegments));
    radialSegments = Math.max(3, Math.floor(radialSegments));
    heightSegments = Math.max(1, Math.floor(heightSegments));
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    const halfHeight = height / 2;
    const capArcLength = Math.PI / 2 * radius;
    const cylinderPartLength = height;
    const totalArcLength = 2 * capArcLength + cylinderPartLength;
    const numVerticalSegments = capSegments * 2 + heightSegments;
    const verticesPerRow = radialSegments + 1;
    const normal = new Vector3();
    const vertex2 = new Vector3();
    for (let iy = 0; iy <= numVerticalSegments; iy++) {
      let currentArcLength = 0;
      let profileY = 0;
      let profileRadius = 0;
      let normalYComponent = 0;
      if (iy <= capSegments) {
        const segmentProgress = iy / capSegments;
        const angle = segmentProgress * Math.PI / 2;
        profileY = -halfHeight - radius * Math.cos(angle);
        profileRadius = radius * Math.sin(angle);
        normalYComponent = -radius * Math.cos(angle);
        currentArcLength = segmentProgress * capArcLength;
      } else if (iy <= capSegments + heightSegments) {
        const segmentProgress = (iy - capSegments) / heightSegments;
        profileY = -halfHeight + segmentProgress * height;
        profileRadius = radius;
        normalYComponent = 0;
        currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
      } else {
        const segmentProgress = (iy - capSegments - heightSegments) / capSegments;
        const angle = segmentProgress * Math.PI / 2;
        profileY = halfHeight + radius * Math.sin(angle);
        profileRadius = radius * Math.cos(angle);
        normalYComponent = radius * Math.sin(angle);
        currentArcLength = capArcLength + cylinderPartLength + segmentProgress * capArcLength;
      }
      const v = Math.max(0, Math.min(1, currentArcLength / totalArcLength));
      let uOffset = 0;
      if (iy === 0) {
        uOffset = 0.5 / radialSegments;
      } else if (iy === numVerticalSegments) {
        uOffset = -0.5 / radialSegments;
      }
      for (let ix = 0; ix <= radialSegments; ix++) {
        const u = ix / radialSegments;
        const theta = u * Math.PI * 2;
        const sinTheta = Math.sin(theta);
        const cosTheta = Math.cos(theta);
        vertex2.x = -profileRadius * cosTheta;
        vertex2.y = profileY;
        vertex2.z = profileRadius * sinTheta;
        vertices.push(vertex2.x, vertex2.y, vertex2.z);
        normal.set(
          -profileRadius * cosTheta,
          normalYComponent,
          profileRadius * sinTheta
        );
        normal.normalize();
        normals.push(normal.x, normal.y, normal.z);
        uvs.push(u + uOffset, v);
      }
      if (iy > 0) {
        const prevIndexRow = (iy - 1) * verticesPerRow;
        for (let ix = 0; ix < radialSegments; ix++) {
          const i1 = prevIndexRow + ix;
          const i2 = prevIndexRow + ix + 1;
          const i3 = iy * verticesPerRow + ix;
          const i4 = iy * verticesPerRow + ix + 1;
          indices.push(i1, i2, i3);
          indices.push(i2, i4, i3);
        }
      }
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {CapsuleGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _CapsuleGeometry(data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments);
  }
};
var CircleGeometry = class _CircleGeometry extends BufferGeometry {
  /**
   * Constructs a new circle geometry.
   *
   * @param {number} [radius=1] - Radius of the circle.
   * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
   * @param {number} [thetaStart=0] - Start angle for first segment in radians.
   * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
   * of the circular sector in radians. The default value results in a complete circle.
   */
  constructor(radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2) {
    super();
    this.type = "CircleGeometry";
    this.parameters = {
      radius,
      segments,
      thetaStart,
      thetaLength
    };
    segments = Math.max(3, segments);
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    const vertex2 = new Vector3();
    const uv = new Vector2();
    vertices.push(0, 0, 0);
    normals.push(0, 0, 1);
    uvs.push(0.5, 0.5);
    for (let s = 0, i = 3; s <= segments; s++, i += 3) {
      const segment = thetaStart + s / segments * thetaLength;
      vertex2.x = radius * Math.cos(segment);
      vertex2.y = radius * Math.sin(segment);
      vertices.push(vertex2.x, vertex2.y, vertex2.z);
      normals.push(0, 0, 1);
      uv.x = (vertices[i] / radius + 1) / 2;
      uv.y = (vertices[i + 1] / radius + 1) / 2;
      uvs.push(uv.x, uv.y);
    }
    for (let i = 1; i <= segments; i++) {
      indices.push(i, i + 1, 0);
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {CircleGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength);
  }
};
var CylinderGeometry = class _CylinderGeometry extends BufferGeometry {
  /**
   * Constructs a new cylinder geometry.
   *
   * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
   * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
   * @param {number} [height=1] - Height of the cylinder.
   * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
   * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
   * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
   * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
   * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
   * The default value results in a complete cylinder.
   */
  constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
    super();
    this.type = "CylinderGeometry";
    this.parameters = {
      radiusTop,
      radiusBottom,
      height,
      radialSegments,
      heightSegments,
      openEnded,
      thetaStart,
      thetaLength
    };
    const scope = this;
    radialSegments = Math.floor(radialSegments);
    heightSegments = Math.floor(heightSegments);
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    let index = 0;
    const indexArray = [];
    const halfHeight = height / 2;
    let groupStart = 0;
    generateTorso();
    if (openEnded === false) {
      if (radiusTop > 0) generateCap(true);
      if (radiusBottom > 0) generateCap(false);
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
    function generateTorso() {
      const normal = new Vector3();
      const vertex2 = new Vector3();
      let groupCount = 0;
      const slope = (radiusBottom - radiusTop) / height;
      for (let y = 0; y <= heightSegments; y++) {
        const indexRow = [];
        const v = y / heightSegments;
        const radius = v * (radiusBottom - radiusTop) + radiusTop;
        for (let x = 0; x <= radialSegments; x++) {
          const u = x / radialSegments;
          const theta = u * thetaLength + thetaStart;
          const sinTheta = Math.sin(theta);
          const cosTheta = Math.cos(theta);
          vertex2.x = radius * sinTheta;
          vertex2.y = -v * height + halfHeight;
          vertex2.z = radius * cosTheta;
          vertices.push(vertex2.x, vertex2.y, vertex2.z);
          normal.set(sinTheta, slope, cosTheta).normalize();
          normals.push(normal.x, normal.y, normal.z);
          uvs.push(u, 1 - v);
          indexRow.push(index++);
        }
        indexArray.push(indexRow);
      }
      for (let x = 0; x < radialSegments; x++) {
        for (let y = 0; y < heightSegments; y++) {
          const a = indexArray[y][x];
          const b = indexArray[y + 1][x];
          const c = indexArray[y + 1][x + 1];
          const d = indexArray[y][x + 1];
          if (radiusTop > 0 || y !== 0) {
            indices.push(a, b, d);
            groupCount += 3;
          }
          if (radiusBottom > 0 || y !== heightSegments - 1) {
            indices.push(b, c, d);
            groupCount += 3;
          }
        }
      }
      scope.addGroup(groupStart, groupCount, 0);
      groupStart += groupCount;
    }
    function generateCap(top) {
      const centerIndexStart = index;
      const uv = new Vector2();
      const vertex2 = new Vector3();
      let groupCount = 0;
      const radius = top === true ? radiusTop : radiusBottom;
      const sign2 = top === true ? 1 : -1;
      for (let x = 1; x <= radialSegments; x++) {
        vertices.push(0, halfHeight * sign2, 0);
        normals.push(0, sign2, 0);
        uvs.push(0.5, 0.5);
        index++;
      }
      const centerIndexEnd = index;
      for (let x = 0; x <= radialSegments; x++) {
        const u = x / radialSegments;
        const theta = u * thetaLength + thetaStart;
        const cosTheta = Math.cos(theta);
        const sinTheta = Math.sin(theta);
        vertex2.x = radius * sinTheta;
        vertex2.y = halfHeight * sign2;
        vertex2.z = radius * cosTheta;
        vertices.push(vertex2.x, vertex2.y, vertex2.z);
        normals.push(0, sign2, 0);
        uv.x = cosTheta * 0.5 + 0.5;
        uv.y = sinTheta * 0.5 * sign2 + 0.5;
        uvs.push(uv.x, uv.y);
        index++;
      }
      for (let x = 0; x < radialSegments; x++) {
        const c = centerIndexStart + x;
        const i = centerIndexEnd + x;
        if (top === true) {
          indices.push(i, i + 1, c);
        } else {
          indices.push(i + 1, i, c);
        }
        groupCount += 3;
      }
      scope.addGroup(groupStart, groupCount, top === true ? 1 : 2);
      groupStart += groupCount;
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {CylinderGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  }
};
var ConeGeometry = class _ConeGeometry extends CylinderGeometry {
  /**
   * Constructs a new cone geometry.
   *
   * @param {number} [radius=1] - Radius of the cone base.
   * @param {number} [height=1] - Height of the cone.
   * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
   * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
   * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
   * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
   * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
   * The default value results in a complete cone.
   */
  constructor(radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
    super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);
    this.type = "ConeGeometry";
    this.parameters = {
      radius,
      height,
      radialSegments,
      heightSegments,
      openEnded,
      thetaStart,
      thetaLength
    };
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {ConeGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  }
};
var PolyhedronGeometry = class _PolyhedronGeometry extends BufferGeometry {
  /**
   * Constructs a new polyhedron geometry.
   *
   * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
   * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
   * @param {number} [radius=1] - The radius of the shape.
   * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
   */
  constructor(vertices = [], indices = [], radius = 1, detail = 0) {
    super();
    this.type = "PolyhedronGeometry";
    this.parameters = {
      vertices,
      indices,
      radius,
      detail
    };
    const vertexBuffer = [];
    const uvBuffer = [];
    subdivide(detail);
    applyRadius(radius);
    generateUVs();
    this.setAttribute("position", new Float32BufferAttribute(vertexBuffer, 3));
    this.setAttribute("normal", new Float32BufferAttribute(vertexBuffer.slice(), 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvBuffer, 2));
    if (detail === 0) {
      this.computeVertexNormals();
    } else {
      this.normalizeNormals();
    }
    function subdivide(detail2) {
      const a = new Vector3();
      const b = new Vector3();
      const c = new Vector3();
      for (let i = 0; i < indices.length; i += 3) {
        getVertexByIndex(indices[i + 0], a);
        getVertexByIndex(indices[i + 1], b);
        getVertexByIndex(indices[i + 2], c);
        subdivideFace(a, b, c, detail2);
      }
    }
    function subdivideFace(a, b, c, detail2) {
      const cols = detail2 + 1;
      const v = [];
      for (let i = 0; i <= cols; i++) {
        v[i] = [];
        const aj = a.clone().lerp(c, i / cols);
        const bj = b.clone().lerp(c, i / cols);
        const rows = cols - i;
        for (let j = 0; j <= rows; j++) {
          if (j === 0 && i === cols) {
            v[i][j] = aj;
          } else {
            v[i][j] = aj.clone().lerp(bj, j / rows);
          }
        }
      }
      for (let i = 0; i < cols; i++) {
        for (let j = 0; j < 2 * (cols - i) - 1; j++) {
          const k = Math.floor(j / 2);
          if (j % 2 === 0) {
            pushVertex(v[i][k + 1]);
            pushVertex(v[i + 1][k]);
            pushVertex(v[i][k]);
          } else {
            pushVertex(v[i][k + 1]);
            pushVertex(v[i + 1][k + 1]);
            pushVertex(v[i + 1][k]);
          }
        }
      }
    }
    function applyRadius(radius2) {
      const vertex2 = new Vector3();
      for (let i = 0; i < vertexBuffer.length; i += 3) {
        vertex2.x = vertexBuffer[i + 0];
        vertex2.y = vertexBuffer[i + 1];
        vertex2.z = vertexBuffer[i + 2];
        vertex2.normalize().multiplyScalar(radius2);
        vertexBuffer[i + 0] = vertex2.x;
        vertexBuffer[i + 1] = vertex2.y;
        vertexBuffer[i + 2] = vertex2.z;
      }
    }
    function generateUVs() {
      const vertex2 = new Vector3();
      for (let i = 0; i < vertexBuffer.length; i += 3) {
        vertex2.x = vertexBuffer[i + 0];
        vertex2.y = vertexBuffer[i + 1];
        vertex2.z = vertexBuffer[i + 2];
        const u = azimuth(vertex2) / 2 / Math.PI + 0.5;
        const v = inclination(vertex2) / Math.PI + 0.5;
        uvBuffer.push(u, 1 - v);
      }
      correctUVs();
      correctSeam();
    }
    function correctSeam() {
      for (let i = 0; i < uvBuffer.length; i += 6) {
        const x0 = uvBuffer[i + 0];
        const x1 = uvBuffer[i + 2];
        const x2 = uvBuffer[i + 4];
        const max = Math.max(x0, x1, x2);
        const min = Math.min(x0, x1, x2);
        if (max > 0.9 && min < 0.1) {
          if (x0 < 0.2) uvBuffer[i + 0] += 1;
          if (x1 < 0.2) uvBuffer[i + 2] += 1;
          if (x2 < 0.2) uvBuffer[i + 4] += 1;
        }
      }
    }
    function pushVertex(vertex2) {
      vertexBuffer.push(vertex2.x, vertex2.y, vertex2.z);
    }
    function getVertexByIndex(index, vertex2) {
      const stride = index * 3;
      vertex2.x = vertices[stride + 0];
      vertex2.y = vertices[stride + 1];
      vertex2.z = vertices[stride + 2];
    }
    function correctUVs() {
      const a = new Vector3();
      const b = new Vector3();
      const c = new Vector3();
      const centroid = new Vector3();
      const uvA = new Vector2();
      const uvB = new Vector2();
      const uvC = new Vector2();
      for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
        a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
        b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
        c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
        uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
        uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
        uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
        centroid.copy(a).add(b).add(c).divideScalar(3);
        const azi = azimuth(centroid);
        correctUV(uvA, j + 0, a, azi);
        correctUV(uvB, j + 2, b, azi);
        correctUV(uvC, j + 4, c, azi);
      }
    }
    function correctUV(uv, stride, vector, azimuth2) {
      if (azimuth2 < 0 && uv.x === 1) {
        uvBuffer[stride] = uv.x - 1;
      }
      if (vector.x === 0 && vector.z === 0) {
        uvBuffer[stride] = azimuth2 / 2 / Math.PI + 0.5;
      }
    }
    function azimuth(vector) {
      return Math.atan2(vector.z, -vector.x);
    }
    function inclination(vector) {
      return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {PolyhedronGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _PolyhedronGeometry(data.vertices, data.indices, data.radius, data.detail);
  }
};
var DodecahedronGeometry = class _DodecahedronGeometry extends PolyhedronGeometry {
  /**
   * Constructs a new dodecahedron geometry.
   *
   * @param {number} [radius=1] - Radius of the dodecahedron.
   * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
   */
  constructor(radius = 1, detail = 0) {
    const t = (1 + Math.sqrt(5)) / 2;
    const r = 1 / t;
    const vertices = [
      // (±1, ±1, ±1)
      -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, ±1/φ, ±φ)
      0,
      -r,
      -t,
      0,
      -r,
      t,
      0,
      r,
      -t,
      0,
      r,
      t,
      // (±1/φ, ±φ, 0)
      -r,
      -t,
      0,
      -r,
      t,
      0,
      r,
      -t,
      0,
      r,
      t,
      0,
      // (±φ, 0, ±1/φ)
      -t,
      0,
      -r,
      t,
      0,
      -r,
      -t,
      0,
      r,
      t,
      0,
      r
    ];
    const indices = [
      3,
      11,
      7,
      3,
      7,
      15,
      3,
      15,
      13,
      7,
      19,
      17,
      7,
      17,
      6,
      7,
      6,
      15,
      17,
      4,
      8,
      17,
      8,
      10,
      17,
      10,
      6,
      8,
      0,
      16,
      8,
      16,
      2,
      8,
      2,
      10,
      0,
      12,
      1,
      0,
      1,
      18,
      0,
      18,
      16,
      6,
      10,
      2,
      6,
      2,
      13,
      6,
      13,
      15,
      2,
      16,
      18,
      2,
      18,
      3,
      2,
      3,
      13,
      18,
      1,
      9,
      18,
      9,
      11,
      18,
      11,
      3,
      4,
      14,
      12,
      4,
      12,
      0,
      4,
      0,
      8,
      11,
      9,
      5,
      11,
      5,
      19,
      11,
      19,
      7,
      19,
      5,
      14,
      19,
      14,
      4,
      19,
      4,
      17,
      1,
      12,
      14,
      1,
      14,
      5,
      1,
      5,
      9
    ];
    super(vertices, indices, radius, detail);
    this.type = "DodecahedronGeometry";
    this.parameters = {
      radius,
      detail
    };
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {DodecahedronGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _DodecahedronGeometry(data.radius, data.detail);
  }
};
var _v0 = new Vector3();
var _v1$1 = new Vector3();
var _normal = new Vector3();
var _triangle = new Triangle();
var EdgesGeometry = class extends BufferGeometry {
  /**
   * Constructs a new edges geometry.
   *
   * @param {?BufferGeometry} [geometry=null] - The geometry.
   * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
   * between the face normals of the adjoining faces exceeds this value.
   */
  constructor(geometry = null, thresholdAngle = 1) {
    super();
    this.type = "EdgesGeometry";
    this.parameters = {
      geometry,
      thresholdAngle
    };
    if (geometry !== null) {
      const precisionPoints = 4;
      const precision = Math.pow(10, precisionPoints);
      const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
      const indexAttr = geometry.getIndex();
      const positionAttr = geometry.getAttribute("position");
      const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
      const indexArr = [0, 0, 0];
      const vertKeys = ["a", "b", "c"];
      const hashes = new Array(3);
      const edgeData = {};
      const vertices = [];
      for (let i = 0; i < indexCount; i += 3) {
        if (indexAttr) {
          indexArr[0] = indexAttr.getX(i);
          indexArr[1] = indexAttr.getX(i + 1);
          indexArr[2] = indexAttr.getX(i + 2);
        } else {
          indexArr[0] = i;
          indexArr[1] = i + 1;
          indexArr[2] = i + 2;
        }
        const { a, b, c } = _triangle;
        a.fromBufferAttribute(positionAttr, indexArr[0]);
        b.fromBufferAttribute(positionAttr, indexArr[1]);
        c.fromBufferAttribute(positionAttr, indexArr[2]);
        _triangle.getNormal(_normal);
        hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
        hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
        hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`;
        if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
          continue;
        }
        for (let j = 0; j < 3; j++) {
          const jNext = (j + 1) % 3;
          const vecHash0 = hashes[j];
          const vecHash1 = hashes[jNext];
          const v0 = _triangle[vertKeys[j]];
          const v1 = _triangle[vertKeys[jNext]];
          const hash = `${vecHash0}_${vecHash1}`;
          const reverseHash = `${vecHash1}_${vecHash0}`;
          if (reverseHash in edgeData && edgeData[reverseHash]) {
            if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
              vertices.push(v0.x, v0.y, v0.z);
              vertices.push(v1.x, v1.y, v1.z);
            }
            edgeData[reverseHash] = null;
          } else if (!(hash in edgeData)) {
            edgeData[hash] = {
              index0: indexArr[j],
              index1: indexArr[jNext],
              normal: _normal.clone()
            };
          }
        }
      }
      for (const key in edgeData) {
        if (edgeData[key]) {
          const { index0, index1 } = edgeData[key];
          _v0.fromBufferAttribute(positionAttr, index0);
          _v1$1.fromBufferAttribute(positionAttr, index1);
          vertices.push(_v0.x, _v0.y, _v0.z);
          vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
        }
      }
      this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
};
var Curve = class {
  /**
   * Constructs a new curve.
   */
  constructor() {
    this.type = "Curve";
    this.arcLengthDivisions = 200;
    this.needsUpdate = false;
    this.cacheArcLengths = null;
  }
  /**
   * This method returns a vector in 2D or 3D space (depending on the curve definition)
   * for the given interpolation factor.
   *
   * @abstract
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
   * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
   */
  getPoint() {
    warn("Curve: .getPoint() not implemented.");
  }
  /**
   * This method returns a vector in 2D or 3D space (depending on the curve definition)
   * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
   * of the curve which equidistant samples.
   *
   * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
   * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
   */
  getPointAt(u, optionalTarget) {
    const t = this.getUtoTmapping(u);
    return this.getPoint(t, optionalTarget);
  }
  /**
   * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
   * the curve shape.
   *
   * @param {number} [divisions=5] - The number of divisions.
   * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
   */
  getPoints(divisions = 5) {
    const points = [];
    for (let d = 0; d <= divisions; d++) {
      points.push(this.getPoint(d / divisions));
    }
    return points;
  }
  // Get sequence of points using getPointAt( u )
  /**
   * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
   * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
   * curve.
   *
   * @param {number} [divisions=5] - The number of divisions.
   * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
   */
  getSpacedPoints(divisions = 5) {
    const points = [];
    for (let d = 0; d <= divisions; d++) {
      points.push(this.getPointAt(d / divisions));
    }
    return points;
  }
  /**
   * Returns the total arc length of the curve.
   *
   * @return {number} The length of the curve.
   */
  getLength() {
    const lengths = this.getLengths();
    return lengths[lengths.length - 1];
  }
  /**
   * Returns an array of cumulative segment lengths of the curve.
   *
   * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
   * @return {Array<number>} An array holding the cumulative segment lengths.
   */
  getLengths(divisions = this.arcLengthDivisions) {
    if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
      return this.cacheArcLengths;
    }
    this.needsUpdate = false;
    const cache = [];
    let current, last = this.getPoint(0);
    let sum = 0;
    cache.push(0);
    for (let p = 1; p <= divisions; p++) {
      current = this.getPoint(p / divisions);
      sum += current.distanceTo(last);
      cache.push(sum);
      last = current;
    }
    this.cacheArcLengths = cache;
    return cache;
  }
  /**
   * Update the cumulative segment distance cache. The method must be called
   * every time curve parameters are changed. If an updated curve is part of a
   * composed curve like {@link CurvePath}, this method must be called on the
   * composed curve, too.
   */
  updateArcLengths() {
    this.needsUpdate = true;
    this.getLengths();
  }
  /**
   * Given an interpolation factor in the range `[0,1]`, this method returns an updated
   * interpolation factor in the same range that can be ued to sample equidistant points
   * from a curve.
   *
   * @param {number} u - The interpolation factor.
   * @param {?number} distance - An optional distance on the curve.
   * @return {number} The updated interpolation factor.
   */
  getUtoTmapping(u, distance = null) {
    const arcLengths = this.getLengths();
    let i = 0;
    const il = arcLengths.length;
    let targetArcLength;
    if (distance) {
      targetArcLength = distance;
    } else {
      targetArcLength = u * arcLengths[il - 1];
    }
    let low = 0, high = il - 1, comparison;
    while (low <= high) {
      i = Math.floor(low + (high - low) / 2);
      comparison = arcLengths[i] - targetArcLength;
      if (comparison < 0) {
        low = i + 1;
      } else if (comparison > 0) {
        high = i - 1;
      } else {
        high = i;
        break;
      }
    }
    i = high;
    if (arcLengths[i] === targetArcLength) {
      return i / (il - 1);
    }
    const lengthBefore = arcLengths[i];
    const lengthAfter = arcLengths[i + 1];
    const segmentLength = lengthAfter - lengthBefore;
    const segmentFraction = (targetArcLength - lengthBefore) / segmentLength;
    const t = (i + segmentFraction) / (il - 1);
    return t;
  }
  /**
   * Returns a unit vector tangent for the given interpolation factor.
   * If the derived curve does not implement its tangent derivation,
   * two points a small delta apart will be used to find its gradient
   * which seems to give a reasonable approximation.
   *
   * @param {number} t - The interpolation factor.
   * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
   * @return {(Vector2|Vector3)} The tangent vector.
   */
  getTangent(t, optionalTarget) {
    const delta = 1e-4;
    let t1 = t - delta;
    let t2 = t + delta;
    if (t1 < 0) t1 = 0;
    if (t2 > 1) t2 = 1;
    const pt1 = this.getPoint(t1);
    const pt2 = this.getPoint(t2);
    const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
    tangent.copy(pt2).sub(pt1).normalize();
    return tangent;
  }
  /**
   * Same as {@link Curve#getTangent} but with equidistant samples.
   *
   * @param {number} u - The interpolation factor.
   * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
   * @return {(Vector2|Vector3)} The tangent vector.
   * @see {@link Curve#getPointAt}
   */
  getTangentAt(u, optionalTarget) {
    const t = this.getUtoTmapping(u);
    return this.getTangent(t, optionalTarget);
  }
  /**
   * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
   * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
   *
   * @param {number} segments - The number of segments.
   * @param {boolean} [closed=false] - Whether the curve is closed or not.
   * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
   */
  computeFrenetFrames(segments, closed = false) {
    const normal = new Vector3();
    const tangents = [];
    const normals = [];
    const binormals = [];
    const vec = new Vector3();
    const mat = new Matrix4();
    for (let i = 0; i <= segments; i++) {
      const u = i / segments;
      tangents[i] = this.getTangentAt(u, new Vector3());
    }
    normals[0] = new Vector3();
    binormals[0] = new Vector3();
    let min = Number.MAX_VALUE;
    const tx = Math.abs(tangents[0].x);
    const ty = Math.abs(tangents[0].y);
    const tz = Math.abs(tangents[0].z);
    if (tx <= min) {
      min = tx;
      normal.set(1, 0, 0);
    }
    if (ty <= min) {
      min = ty;
      normal.set(0, 1, 0);
    }
    if (tz <= min) {
      normal.set(0, 0, 1);
    }
    vec.crossVectors(tangents[0], normal).normalize();
    normals[0].crossVectors(tangents[0], vec);
    binormals[0].crossVectors(tangents[0], normals[0]);
    for (let i = 1; i <= segments; i++) {
      normals[i] = normals[i - 1].clone();
      binormals[i] = binormals[i - 1].clone();
      vec.crossVectors(tangents[i - 1], tangents[i]);
      if (vec.length() > Number.EPSILON) {
        vec.normalize();
        const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1));
        normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
      }
      binormals[i].crossVectors(tangents[i], normals[i]);
    }
    if (closed === true) {
      let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1));
      theta /= segments;
      if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
        theta = -theta;
      }
      for (let i = 1; i <= segments; i++) {
        normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
        binormals[i].crossVectors(tangents[i], normals[i]);
      }
    }
    return {
      tangents,
      normals,
      binormals
    };
  }
  /**
   * Returns a new curve with copied values from this instance.
   *
   * @return {Curve} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Copies the values of the given curve to this instance.
   *
   * @param {Curve} source - The curve to copy.
   * @return {Curve} A reference to this curve.
   */
  copy(source) {
    this.arcLengthDivisions = source.arcLengthDivisions;
    return this;
  }
  /**
   * Serializes the curve into JSON.
   *
   * @return {Object} A JSON object representing the serialized curve.
   * @see {@link ObjectLoader#parse}
   */
  toJSON() {
    const data = {
      metadata: {
        version: 4.7,
        type: "Curve",
        generator: "Curve.toJSON"
      }
    };
    data.arcLengthDivisions = this.arcLengthDivisions;
    data.type = this.type;
    return data;
  }
  /**
   * Deserializes the curve from the given JSON.
   *
   * @param {Object} json - The JSON holding the serialized curve.
   * @return {Curve} A reference to this curve.
   */
  fromJSON(json) {
    this.arcLengthDivisions = json.arcLengthDivisions;
    return this;
  }
};
var EllipseCurve = class extends Curve {
  /**
   * Constructs a new ellipse curve.
   *
   * @param {number} [aX=0] - The X center of the ellipse.
   * @param {number} [aY=0] - The Y center of the ellipse.
   * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
   * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
   * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
   * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
   * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
   * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
   */
  constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) {
    super();
    this.isEllipseCurve = true;
    this.type = "EllipseCurve";
    this.aX = aX;
    this.aY = aY;
    this.xRadius = xRadius;
    this.yRadius = yRadius;
    this.aStartAngle = aStartAngle;
    this.aEndAngle = aEndAngle;
    this.aClockwise = aClockwise;
    this.aRotation = aRotation;
  }
  /**
   * Returns a point on the curve.
   *
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector2} The position on the curve.
   */
  getPoint(t, optionalTarget = new Vector2()) {
    const point = optionalTarget;
    const twoPi = Math.PI * 2;
    let deltaAngle = this.aEndAngle - this.aStartAngle;
    const samePoints = Math.abs(deltaAngle) < Number.EPSILON;
    while (deltaAngle < 0) deltaAngle += twoPi;
    while (deltaAngle > twoPi) deltaAngle -= twoPi;
    if (deltaAngle < Number.EPSILON) {
      if (samePoints) {
        deltaAngle = 0;
      } else {
        deltaAngle = twoPi;
      }
    }
    if (this.aClockwise === true && !samePoints) {
      if (deltaAngle === twoPi) {
        deltaAngle = -twoPi;
      } else {
        deltaAngle = deltaAngle - twoPi;
      }
    }
    const angle = this.aStartAngle + t * deltaAngle;
    let x = this.aX + this.xRadius * Math.cos(angle);
    let y = this.aY + this.yRadius * Math.sin(angle);
    if (this.aRotation !== 0) {
      const cos = Math.cos(this.aRotation);
      const sin = Math.sin(this.aRotation);
      const tx = x - this.aX;
      const ty = y - this.aY;
      x = tx * cos - ty * sin + this.aX;
      y = tx * sin + ty * cos + this.aY;
    }
    return point.set(x, y);
  }
  copy(source) {
    super.copy(source);
    this.aX = source.aX;
    this.aY = source.aY;
    this.xRadius = source.xRadius;
    this.yRadius = source.yRadius;
    this.aStartAngle = source.aStartAngle;
    this.aEndAngle = source.aEndAngle;
    this.aClockwise = source.aClockwise;
    this.aRotation = source.aRotation;
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.aX = this.aX;
    data.aY = this.aY;
    data.xRadius = this.xRadius;
    data.yRadius = this.yRadius;
    data.aStartAngle = this.aStartAngle;
    data.aEndAngle = this.aEndAngle;
    data.aClockwise = this.aClockwise;
    data.aRotation = this.aRotation;
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.aX = json.aX;
    this.aY = json.aY;
    this.xRadius = json.xRadius;
    this.yRadius = json.yRadius;
    this.aStartAngle = json.aStartAngle;
    this.aEndAngle = json.aEndAngle;
    this.aClockwise = json.aClockwise;
    this.aRotation = json.aRotation;
    return this;
  }
};
var ArcCurve = class extends EllipseCurve {
  /**
   * Constructs a new arc curve.
   *
   * @param {number} [aX=0] - The X center of the ellipse.
   * @param {number} [aY=0] - The Y center of the ellipse.
   * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
   * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
   * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
   * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
   */
  constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
    super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
    this.isArcCurve = true;
    this.type = "ArcCurve";
  }
};
function CubicPoly() {
  let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  function init(x0, x1, t0, t1) {
    c0 = x0;
    c1 = t0;
    c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
    c3 = 2 * x0 - 2 * x1 + t0 + t1;
  }
  return {
    initCatmullRom: function(x0, x1, x2, x3, tension) {
      init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));
    },
    initNonuniformCatmullRom: function(x0, x1, x2, x3, dt0, dt1, dt2) {
      let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
      let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2;
      t1 *= dt1;
      t2 *= dt1;
      init(x1, x2, t1, t2);
    },
    calc: function(t) {
      const t2 = t * t;
      const t3 = t2 * t;
      return c0 + c1 * t + c2 * t2 + c3 * t3;
    }
  };
}
var tmp = new Vector3();
var px = new CubicPoly();
var py = new CubicPoly();
var pz = new CubicPoly();
var CatmullRomCurve3 = class extends Curve {
  /**
   * Constructs a new Catmull-Rom curve.
   *
   * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
   * @param {boolean} [closed=false] - Whether the curve is closed or not.
   * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
   * @param {number} [tension=0.5] - Tension of the curve.
   */
  constructor(points = [], closed = false, curveType = "centripetal", tension = 0.5) {
    super();
    this.isCatmullRomCurve3 = true;
    this.type = "CatmullRomCurve3";
    this.points = points;
    this.closed = closed;
    this.curveType = curveType;
    this.tension = tension;
  }
  /**
   * Returns a point on the curve.
   *
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector3} The position on the curve.
   */
  getPoint(t, optionalTarget = new Vector3()) {
    const point = optionalTarget;
    const points = this.points;
    const l = points.length;
    const p = (l - (this.closed ? 0 : 1)) * t;
    let intPoint = Math.floor(p);
    let weight = p - intPoint;
    if (this.closed) {
      intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
    } else if (weight === 0 && intPoint === l - 1) {
      intPoint = l - 2;
      weight = 1;
    }
    let p0, p3;
    if (this.closed || intPoint > 0) {
      p0 = points[(intPoint - 1) % l];
    } else {
      tmp.subVectors(points[0], points[1]).add(points[0]);
      p0 = tmp;
    }
    const p1 = points[intPoint % l];
    const p2 = points[(intPoint + 1) % l];
    if (this.closed || intPoint + 2 < l) {
      p3 = points[(intPoint + 2) % l];
    } else {
      tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);
      p3 = tmp;
    }
    if (this.curveType === "centripetal" || this.curveType === "chordal") {
      const pow = this.curveType === "chordal" ? 0.5 : 0.25;
      let dt0 = Math.pow(p0.distanceToSquared(p1), pow);
      let dt1 = Math.pow(p1.distanceToSquared(p2), pow);
      let dt2 = Math.pow(p2.distanceToSquared(p3), pow);
      if (dt1 < 1e-4) dt1 = 1;
      if (dt0 < 1e-4) dt0 = dt1;
      if (dt2 < 1e-4) dt2 = dt1;
      px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
      py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
      pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
    } else if (this.curveType === "catmullrom") {
      px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
      py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
      pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
    }
    point.set(
      px.calc(weight),
      py.calc(weight),
      pz.calc(weight)
    );
    return point;
  }
  copy(source) {
    super.copy(source);
    this.points = [];
    for (let i = 0, l = source.points.length; i < l; i++) {
      const point = source.points[i];
      this.points.push(point.clone());
    }
    this.closed = source.closed;
    this.curveType = source.curveType;
    this.tension = source.tension;
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.points = [];
    for (let i = 0, l = this.points.length; i < l; i++) {
      const point = this.points[i];
      data.points.push(point.toArray());
    }
    data.closed = this.closed;
    data.curveType = this.curveType;
    data.tension = this.tension;
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.points = [];
    for (let i = 0, l = json.points.length; i < l; i++) {
      const point = json.points[i];
      this.points.push(new Vector3().fromArray(point));
    }
    this.closed = json.closed;
    this.curveType = json.curveType;
    this.tension = json.tension;
    return this;
  }
};
function CatmullRom(t, p0, p1, p2, p3) {
  const v0 = (p2 - p0) * 0.5;
  const v1 = (p3 - p1) * 0.5;
  const t2 = t * t;
  const t3 = t * t2;
  return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
}
function QuadraticBezierP0(t, p) {
  const k = 1 - t;
  return k * k * p;
}
function QuadraticBezierP1(t, p) {
  return 2 * (1 - t) * t * p;
}
function QuadraticBezierP2(t, p) {
  return t * t * p;
}
function QuadraticBezier(t, p0, p1, p2) {
  return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);
}
function CubicBezierP0(t, p) {
  const k = 1 - t;
  return k * k * k * p;
}
function CubicBezierP1(t, p) {
  const k = 1 - t;
  return 3 * k * k * t * p;
}
function CubicBezierP2(t, p) {
  return 3 * (1 - t) * t * t * p;
}
function CubicBezierP3(t, p) {
  return t * t * t * p;
}
function CubicBezier(t, p0, p1, p2, p3) {
  return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);
}
var CubicBezierCurve = class extends Curve {
  /**
   * Constructs a new Cubic Bezier curve.
   *
   * @param {Vector2} [v0] - The start point.
   * @param {Vector2} [v1] - The first control point.
   * @param {Vector2} [v2] - The second control point.
   * @param {Vector2} [v3] - The end point.
   */
  constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) {
    super();
    this.isCubicBezierCurve = true;
    this.type = "CubicBezierCurve";
    this.v0 = v0;
    this.v1 = v1;
    this.v2 = v2;
    this.v3 = v3;
  }
  /**
   * Returns a point on the curve.
   *
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector2} The position on the curve.
   */
  getPoint(t, optionalTarget = new Vector2()) {
    const point = optionalTarget;
    const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
    point.set(
      CubicBezier(t, v0.x, v1.x, v2.x, v3.x),
      CubicBezier(t, v0.y, v1.y, v2.y, v3.y)
    );
    return point;
  }
  copy(source) {
    super.copy(source);
    this.v0.copy(source.v0);
    this.v1.copy(source.v1);
    this.v2.copy(source.v2);
    this.v3.copy(source.v3);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.v0 = this.v0.toArray();
    data.v1 = this.v1.toArray();
    data.v2 = this.v2.toArray();
    data.v3 = this.v3.toArray();
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.v0.fromArray(json.v0);
    this.v1.fromArray(json.v1);
    this.v2.fromArray(json.v2);
    this.v3.fromArray(json.v3);
    return this;
  }
};
var CubicBezierCurve3 = class extends Curve {
  /**
   * Constructs a new Cubic Bezier curve.
   *
   * @param {Vector3} [v0] - The start point.
   * @param {Vector3} [v1] - The first control point.
   * @param {Vector3} [v2] - The second control point.
   * @param {Vector3} [v3] - The end point.
   */
  constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) {
    super();
    this.isCubicBezierCurve3 = true;
    this.type = "CubicBezierCurve3";
    this.v0 = v0;
    this.v1 = v1;
    this.v2 = v2;
    this.v3 = v3;
  }
  /**
   * Returns a point on the curve.
   *
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector3} The position on the curve.
   */
  getPoint(t, optionalTarget = new Vector3()) {
    const point = optionalTarget;
    const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
    point.set(
      CubicBezier(t, v0.x, v1.x, v2.x, v3.x),
      CubicBezier(t, v0.y, v1.y, v2.y, v3.y),
      CubicBezier(t, v0.z, v1.z, v2.z, v3.z)
    );
    return point;
  }
  copy(source) {
    super.copy(source);
    this.v0.copy(source.v0);
    this.v1.copy(source.v1);
    this.v2.copy(source.v2);
    this.v3.copy(source.v3);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.v0 = this.v0.toArray();
    data.v1 = this.v1.toArray();
    data.v2 = this.v2.toArray();
    data.v3 = this.v3.toArray();
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.v0.fromArray(json.v0);
    this.v1.fromArray(json.v1);
    this.v2.fromArray(json.v2);
    this.v3.fromArray(json.v3);
    return this;
  }
};
var LineCurve = class extends Curve {
  /**
   * Constructs a new line curve.
   *
   * @param {Vector2} [v1] - The start point.
   * @param {Vector2} [v2] - The end point.
   */
  constructor(v1 = new Vector2(), v2 = new Vector2()) {
    super();
    this.isLineCurve = true;
    this.type = "LineCurve";
    this.v1 = v1;
    this.v2 = v2;
  }
  /**
   * Returns a point on the line.
   *
   * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
   * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector2} The position on the line.
   */
  getPoint(t, optionalTarget = new Vector2()) {
    const point = optionalTarget;
    if (t === 1) {
      point.copy(this.v2);
    } else {
      point.copy(this.v2).sub(this.v1);
      point.multiplyScalar(t).add(this.v1);
    }
    return point;
  }
  // Line curve is linear, so we can overwrite default getPointAt
  getPointAt(u, optionalTarget) {
    return this.getPoint(u, optionalTarget);
  }
  getTangent(t, optionalTarget = new Vector2()) {
    return optionalTarget.subVectors(this.v2, this.v1).normalize();
  }
  getTangentAt(u, optionalTarget) {
    return this.getTangent(u, optionalTarget);
  }
  copy(source) {
    super.copy(source);
    this.v1.copy(source.v1);
    this.v2.copy(source.v2);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.v1 = this.v1.toArray();
    data.v2 = this.v2.toArray();
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.v1.fromArray(json.v1);
    this.v2.fromArray(json.v2);
    return this;
  }
};
var LineCurve3 = class extends Curve {
  /**
   * Constructs a new line curve.
   *
   * @param {Vector3} [v1] - The start point.
   * @param {Vector3} [v2] - The end point.
   */
  constructor(v1 = new Vector3(), v2 = new Vector3()) {
    super();
    this.isLineCurve3 = true;
    this.type = "LineCurve3";
    this.v1 = v1;
    this.v2 = v2;
  }
  /**
   * Returns a point on the line.
   *
   * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
   * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector3} The position on the line.
   */
  getPoint(t, optionalTarget = new Vector3()) {
    const point = optionalTarget;
    if (t === 1) {
      point.copy(this.v2);
    } else {
      point.copy(this.v2).sub(this.v1);
      point.multiplyScalar(t).add(this.v1);
    }
    return point;
  }
  // Line curve is linear, so we can overwrite default getPointAt
  getPointAt(u, optionalTarget) {
    return this.getPoint(u, optionalTarget);
  }
  getTangent(t, optionalTarget = new Vector3()) {
    return optionalTarget.subVectors(this.v2, this.v1).normalize();
  }
  getTangentAt(u, optionalTarget) {
    return this.getTangent(u, optionalTarget);
  }
  copy(source) {
    super.copy(source);
    this.v1.copy(source.v1);
    this.v2.copy(source.v2);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.v1 = this.v1.toArray();
    data.v2 = this.v2.toArray();
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.v1.fromArray(json.v1);
    this.v2.fromArray(json.v2);
    return this;
  }
};
var QuadraticBezierCurve = class extends Curve {
  /**
   * Constructs a new Quadratic Bezier curve.
   *
   * @param {Vector2} [v0] - The start point.
   * @param {Vector2} [v1] - The control point.
   * @param {Vector2} [v2] - The end point.
   */
  constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) {
    super();
    this.isQuadraticBezierCurve = true;
    this.type = "QuadraticBezierCurve";
    this.v0 = v0;
    this.v1 = v1;
    this.v2 = v2;
  }
  /**
   * Returns a point on the curve.
   *
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector2} The position on the curve.
   */
  getPoint(t, optionalTarget = new Vector2()) {
    const point = optionalTarget;
    const v0 = this.v0, v1 = this.v1, v2 = this.v2;
    point.set(
      QuadraticBezier(t, v0.x, v1.x, v2.x),
      QuadraticBezier(t, v0.y, v1.y, v2.y)
    );
    return point;
  }
  copy(source) {
    super.copy(source);
    this.v0.copy(source.v0);
    this.v1.copy(source.v1);
    this.v2.copy(source.v2);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.v0 = this.v0.toArray();
    data.v1 = this.v1.toArray();
    data.v2 = this.v2.toArray();
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.v0.fromArray(json.v0);
    this.v1.fromArray(json.v1);
    this.v2.fromArray(json.v2);
    return this;
  }
};
var QuadraticBezierCurve3 = class extends Curve {
  /**
   * Constructs a new Quadratic Bezier curve.
   *
   * @param {Vector3} [v0] - The start point.
   * @param {Vector3} [v1] - The control point.
   * @param {Vector3} [v2] - The end point.
   */
  constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) {
    super();
    this.isQuadraticBezierCurve3 = true;
    this.type = "QuadraticBezierCurve3";
    this.v0 = v0;
    this.v1 = v1;
    this.v2 = v2;
  }
  /**
   * Returns a point on the curve.
   *
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector3} The position on the curve.
   */
  getPoint(t, optionalTarget = new Vector3()) {
    const point = optionalTarget;
    const v0 = this.v0, v1 = this.v1, v2 = this.v2;
    point.set(
      QuadraticBezier(t, v0.x, v1.x, v2.x),
      QuadraticBezier(t, v0.y, v1.y, v2.y),
      QuadraticBezier(t, v0.z, v1.z, v2.z)
    );
    return point;
  }
  copy(source) {
    super.copy(source);
    this.v0.copy(source.v0);
    this.v1.copy(source.v1);
    this.v2.copy(source.v2);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.v0 = this.v0.toArray();
    data.v1 = this.v1.toArray();
    data.v2 = this.v2.toArray();
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.v0.fromArray(json.v0);
    this.v1.fromArray(json.v1);
    this.v2.fromArray(json.v2);
    return this;
  }
};
var SplineCurve = class extends Curve {
  /**
   * Constructs a new 2D spline curve.
   *
   * @param {Array<Vector2>} [points] -  An array of 2D points defining the curve.
   */
  constructor(points = []) {
    super();
    this.isSplineCurve = true;
    this.type = "SplineCurve";
    this.points = points;
  }
  /**
   * Returns a point on the curve.
   *
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
   * @return {Vector2} The position on the curve.
   */
  getPoint(t, optionalTarget = new Vector2()) {
    const point = optionalTarget;
    const points = this.points;
    const p = (points.length - 1) * t;
    const intPoint = Math.floor(p);
    const weight = p - intPoint;
    const p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
    const p1 = points[intPoint];
    const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
    const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
    point.set(
      CatmullRom(weight, p0.x, p1.x, p2.x, p3.x),
      CatmullRom(weight, p0.y, p1.y, p2.y, p3.y)
    );
    return point;
  }
  copy(source) {
    super.copy(source);
    this.points = [];
    for (let i = 0, l = source.points.length; i < l; i++) {
      const point = source.points[i];
      this.points.push(point.clone());
    }
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.points = [];
    for (let i = 0, l = this.points.length; i < l; i++) {
      const point = this.points[i];
      data.points.push(point.toArray());
    }
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.points = [];
    for (let i = 0, l = json.points.length; i < l; i++) {
      const point = json.points[i];
      this.points.push(new Vector2().fromArray(point));
    }
    return this;
  }
};
var Curves = Object.freeze({
  __proto__: null,
  ArcCurve,
  CatmullRomCurve3,
  CubicBezierCurve,
  CubicBezierCurve3,
  EllipseCurve,
  LineCurve,
  LineCurve3,
  QuadraticBezierCurve,
  QuadraticBezierCurve3,
  SplineCurve
});
var CurvePath = class extends Curve {
  /**
   * Constructs a new curve path.
   */
  constructor() {
    super();
    this.type = "CurvePath";
    this.curves = [];
    this.autoClose = false;
  }
  /**
   * Adds a curve to this curve path.
   *
   * @param {Curve} curve - The curve to add.
   */
  add(curve) {
    this.curves.push(curve);
  }
  /**
   * Adds a line curve to close the path.
   *
   * @return {CurvePath} A reference to this curve path.
   */
  closePath() {
    const startPoint = this.curves[0].getPoint(0);
    const endPoint = this.curves[this.curves.length - 1].getPoint(1);
    if (!startPoint.equals(endPoint)) {
      const lineType = startPoint.isVector2 === true ? "LineCurve" : "LineCurve3";
      this.curves.push(new Curves[lineType](endPoint, startPoint));
    }
    return this;
  }
  /**
   * This method returns a vector in 2D or 3D space (depending on the curve definitions)
   * for the given interpolation factor.
   *
   * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
   * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
   * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
   */
  getPoint(t, optionalTarget) {
    const d = t * this.getLength();
    const curveLengths = this.getCurveLengths();
    let i = 0;
    while (i < curveLengths.length) {
      if (curveLengths[i] >= d) {
        const diff = curveLengths[i] - d;
        const curve = this.curves[i];
        const segmentLength = curve.getLength();
        const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
        return curve.getPointAt(u, optionalTarget);
      }
      i++;
    }
    return null;
  }
  getLength() {
    const lens = this.getCurveLengths();
    return lens[lens.length - 1];
  }
  updateArcLengths() {
    this.needsUpdate = true;
    this.cacheLengths = null;
    this.getCurveLengths();
  }
  /**
   * Returns list of cumulative curve lengths of the defined curves.
   *
   * @return {Array<number>} The curve lengths.
   */
  getCurveLengths() {
    if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
      return this.cacheLengths;
    }
    const lengths = [];
    let sums = 0;
    for (let i = 0, l = this.curves.length; i < l; i++) {
      sums += this.curves[i].getLength();
      lengths.push(sums);
    }
    this.cacheLengths = lengths;
    return lengths;
  }
  getSpacedPoints(divisions = 40) {
    const points = [];
    for (let i = 0; i <= divisions; i++) {
      points.push(this.getPoint(i / divisions));
    }
    if (this.autoClose) {
      points.push(points[0]);
    }
    return points;
  }
  getPoints(divisions = 12) {
    const points = [];
    let last;
    for (let i = 0, curves = this.curves; i < curves.length; i++) {
      const curve = curves[i];
      const resolution = curve.isEllipseCurve ? divisions * 2 : curve.isLineCurve || curve.isLineCurve3 ? 1 : curve.isSplineCurve ? divisions * curve.points.length : divisions;
      const pts = curve.getPoints(resolution);
      for (let j = 0; j < pts.length; j++) {
        const point = pts[j];
        if (last && last.equals(point)) continue;
        points.push(point);
        last = point;
      }
    }
    if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
      points.push(points[0]);
    }
    return points;
  }
  copy(source) {
    super.copy(source);
    this.curves = [];
    for (let i = 0, l = source.curves.length; i < l; i++) {
      const curve = source.curves[i];
      this.curves.push(curve.clone());
    }
    this.autoClose = source.autoClose;
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.autoClose = this.autoClose;
    data.curves = [];
    for (let i = 0, l = this.curves.length; i < l; i++) {
      const curve = this.curves[i];
      data.curves.push(curve.toJSON());
    }
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.autoClose = json.autoClose;
    this.curves = [];
    for (let i = 0, l = json.curves.length; i < l; i++) {
      const curve = json.curves[i];
      this.curves.push(new Curves[curve.type]().fromJSON(curve));
    }
    return this;
  }
};
var Path = class extends CurvePath {
  /**
   * Constructs a new path.
   *
   * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
   */
  constructor(points) {
    super();
    this.type = "Path";
    this.currentPoint = new Vector2();
    if (points) {
      this.setFromPoints(points);
    }
  }
  /**
   * Creates a path from the given list of points. The points are added
   * to the path as instances of {@link LineCurve}.
   *
   * @param {Array<Vector2>} points - An array of 2D points.
   * @return {Path} A reference to this path.
   */
  setFromPoints(points) {
    this.moveTo(points[0].x, points[0].y);
    for (let i = 1, l = points.length; i < l; i++) {
      this.lineTo(points[i].x, points[i].y);
    }
    return this;
  }
  /**
   * Moves {@link Path#currentPoint} to the given point.
   *
   * @param {number} x - The x coordinate.
   * @param {number} y - The y coordinate.
   * @return {Path} A reference to this path.
   */
  moveTo(x, y) {
    this.currentPoint.set(x, y);
    return this;
  }
  /**
   * Adds an instance of {@link LineCurve} to the path by connecting
   * the current point with the given one.
   *
   * @param {number} x - The x coordinate of the end point.
   * @param {number} y - The y coordinate of the end point.
   * @return {Path} A reference to this path.
   */
  lineTo(x, y) {
    const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
    this.curves.push(curve);
    this.currentPoint.set(x, y);
    return this;
  }
  /**
   * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
   * the current point with the given one.
   *
   * @param {number} aCPx - The x coordinate of the control point.
   * @param {number} aCPy - The y coordinate of the control point.
   * @param {number} aX - The x coordinate of the end point.
   * @param {number} aY - The y coordinate of the end point.
   * @return {Path} A reference to this path.
   */
  quadraticCurveTo(aCPx, aCPy, aX, aY) {
    const curve = new QuadraticBezierCurve(
      this.currentPoint.clone(),
      new Vector2(aCPx, aCPy),
      new Vector2(aX, aY)
    );
    this.curves.push(curve);
    this.currentPoint.set(aX, aY);
    return this;
  }
  /**
   * Adds an instance of {@link CubicBezierCurve} to the path by connecting
   * the current point with the given one.
   *
   * @param {number} aCP1x - The x coordinate of the first control point.
   * @param {number} aCP1y - The y coordinate of the first control point.
   * @param {number} aCP2x - The x coordinate of the second control point.
   * @param {number} aCP2y - The y coordinate of the second control point.
   * @param {number} aX - The x coordinate of the end point.
   * @param {number} aY - The y coordinate of the end point.
   * @return {Path} A reference to this path.
   */
  bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
    const curve = new CubicBezierCurve(
      this.currentPoint.clone(),
      new Vector2(aCP1x, aCP1y),
      new Vector2(aCP2x, aCP2y),
      new Vector2(aX, aY)
    );
    this.curves.push(curve);
    this.currentPoint.set(aX, aY);
    return this;
  }
  /**
   * Adds an instance of {@link SplineCurve} to the path by connecting
   * the current point with the given list of points.
   *
   * @param {Array<Vector2>} pts - An array of points in 2D space.
   * @return {Path} A reference to this path.
   */
  splineThru(pts) {
    const npts = [this.currentPoint.clone()].concat(pts);
    const curve = new SplineCurve(npts);
    this.curves.push(curve);
    this.currentPoint.copy(pts[pts.length - 1]);
    return this;
  }
  /**
   * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
   * to the current point.
   *
   * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
   * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
   * @param {number} [aRadius=1] - The radius of the arc.
   * @param {number} [aStartAngle=0] - The start angle in radians.
   * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
   * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
   * @return {Path} A reference to this path.
   */
  arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
    const x0 = this.currentPoint.x;
    const y0 = this.currentPoint.y;
    this.absarc(
      aX + x0,
      aY + y0,
      aRadius,
      aStartAngle,
      aEndAngle,
      aClockwise
    );
    return this;
  }
  /**
   * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
   *
   * @param {number} [aX=0] - The x coordinate of the center of the arc.
   * @param {number} [aY=0] - The y coordinate of the center of the arc.
   * @param {number} [aRadius=1] - The radius of the arc.
   * @param {number} [aStartAngle=0] - The start angle in radians.
   * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
   * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
   * @return {Path} A reference to this path.
   */
  absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
    this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
    return this;
  }
  /**
   * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
   * to the current point
   *
   * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
   * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
   * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
   * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
   * @param {number} [aStartAngle=0] - The start angle in radians.
   * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
   * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
   * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
   * @return {Path} A reference to this path.
   */
  ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
    const x0 = this.currentPoint.x;
    const y0 = this.currentPoint.y;
    this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
    return this;
  }
  /**
   * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
   *
   * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
   * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
   * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
   * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
   * @param {number} [aStartAngle=0] - The start angle in radians.
   * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
   * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
   * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
   * @return {Path} A reference to this path.
   */
  absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
    const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
    if (this.curves.length > 0) {
      const firstPoint = curve.getPoint(0);
      if (!firstPoint.equals(this.currentPoint)) {
        this.lineTo(firstPoint.x, firstPoint.y);
      }
    }
    this.curves.push(curve);
    const lastPoint = curve.getPoint(1);
    this.currentPoint.copy(lastPoint);
    return this;
  }
  copy(source) {
    super.copy(source);
    this.currentPoint.copy(source.currentPoint);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.currentPoint = this.currentPoint.toArray();
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.currentPoint.fromArray(json.currentPoint);
    return this;
  }
};
var Shape = class extends Path {
  /**
   * Constructs a new shape.
   *
   * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
   */
  constructor(points) {
    super(points);
    this.uuid = generateUUID();
    this.type = "Shape";
    this.holes = [];
  }
  /**
   * Returns an array representing each contour of the holes
   * as a list of 2D points.
   *
   * @param {number} divisions - The fineness of the result.
   * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
   */
  getPointsHoles(divisions) {
    const holesPts = [];
    for (let i = 0, l = this.holes.length; i < l; i++) {
      holesPts[i] = this.holes[i].getPoints(divisions);
    }
    return holesPts;
  }
  // get points of shape and holes (keypoints based on segments parameter)
  /**
   * Returns an object that holds contour data for the shape and its holes as
   * arrays of 2D points.
   *
   * @param {number} divisions - The fineness of the result.
   * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
   */
  extractPoints(divisions) {
    return {
      shape: this.getPoints(divisions),
      holes: this.getPointsHoles(divisions)
    };
  }
  copy(source) {
    super.copy(source);
    this.holes = [];
    for (let i = 0, l = source.holes.length; i < l; i++) {
      const hole = source.holes[i];
      this.holes.push(hole.clone());
    }
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.uuid = this.uuid;
    data.holes = [];
    for (let i = 0, l = this.holes.length; i < l; i++) {
      const hole = this.holes[i];
      data.holes.push(hole.toJSON());
    }
    return data;
  }
  fromJSON(json) {
    super.fromJSON(json);
    this.uuid = json.uuid;
    this.holes = [];
    for (let i = 0, l = json.holes.length; i < l; i++) {
      const hole = json.holes[i];
      this.holes.push(new Path().fromJSON(hole));
    }
    return this;
  }
};
function earcut(data, holeIndices, dim = 2) {
  const hasHoles = holeIndices && holeIndices.length;
  const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  let outerNode = linkedList(data, 0, outerLen, dim, true);
  const triangles = [];
  if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  let minX, minY, invSize;
  if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  if (data.length > 80 * dim) {
    minX = data[0];
    minY = data[1];
    let maxX = minX;
    let maxY = minY;
    for (let i = dim; i < outerLen; i += dim) {
      const x = data[i];
      const y = data[i + 1];
      if (x < minX) minX = x;
      if (y < minY) minY = y;
      if (x > maxX) maxX = x;
      if (y > maxY) maxY = y;
    }
    invSize = Math.max(maxX - minX, maxY - minY);
    invSize = invSize !== 0 ? 32767 / invSize : 0;
  }
  earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  return triangles;
}
function linkedList(data, start, end, dim, clockwise) {
  let last;
  if (clockwise === signedArea(data, start, end, dim) > 0) {
    for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  } else {
    for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  }
  if (last && equals(last, last.next)) {
    removeNode(last);
    last = last.next;
  }
  return last;
}
function filterPoints(start, end) {
  if (!start) return start;
  if (!end) end = start;
  let p = start, again;
  do {
    again = false;
    if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
      removeNode(p);
      p = end = p.prev;
      if (p === p.next) break;
      again = true;
    } else {
      p = p.next;
    }
  } while (again || p !== end);
  return end;
}
function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  if (!ear) return;
  if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  let stop = ear;
  while (ear.prev !== ear.next) {
    const prev = ear.prev;
    const next = ear.next;
    if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
      triangles.push(prev.i, ear.i, next.i);
      removeNode(ear);
      ear = next.next;
      stop = next.next;
      continue;
    }
    ear = next;
    if (ear === stop) {
      if (!pass) {
        earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
      } else if (pass === 1) {
        ear = cureLocalIntersections(filterPoints(ear), triangles);
        earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
      } else if (pass === 2) {
        splitEarcut(ear, triangles, dim, minX, minY, invSize);
      }
      break;
    }
  }
}
function isEar(ear) {
  const a = ear.prev, b = ear, c = ear.next;
  if (area(a, b, c) >= 0) return false;
  const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  const x0 = Math.min(ax, bx, cx), y0 = Math.min(ay, by, cy), x1 = Math.max(ax, bx, cx), y1 = Math.max(ay, by, cy);
  let p = c.next;
  while (p !== a) {
    if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
    p = p.next;
  }
  return true;
}
function isEarHashed(ear, minX, minY, invSize) {
  const a = ear.prev, b = ear, c = ear.next;
  if (area(a, b, c) >= 0) return false;
  const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  const x0 = Math.min(ax, bx, cx), y0 = Math.min(ay, by, cy), x1 = Math.max(ax, bx, cx), y1 = Math.max(ay, by, cy);
  const minZ = zOrder(x0, y0, minX, minY, invSize), maxZ = zOrder(x1, y1, minX, minY, invSize);
  let p = ear.prevZ, n = ear.nextZ;
  while (p && p.z >= minZ && n && n.z <= maxZ) {
    if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
    p = p.prevZ;
    if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
    n = n.nextZ;
  }
  while (p && p.z >= minZ) {
    if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
    p = p.prevZ;
  }
  while (n && n.z <= maxZ) {
    if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
    n = n.nextZ;
  }
  return true;
}
function cureLocalIntersections(start, triangles) {
  let p = start;
  do {
    const a = p.prev, b = p.next.next;
    if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
      triangles.push(a.i, p.i, b.i);
      removeNode(p);
      removeNode(p.next);
      p = start = b;
    }
    p = p.next;
  } while (p !== start);
  return filterPoints(p);
}
function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  let a = start;
  do {
    let b = a.next.next;
    while (b !== a.prev) {
      if (a.i !== b.i && isValidDiagonal(a, b)) {
        let c = splitPolygon(a, b);
        a = filterPoints(a, a.next);
        c = filterPoints(c, c.next);
        earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
        earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
        return;
      }
      b = b.next;
    }
    a = a.next;
  } while (a !== start);
}
function eliminateHoles(data, holeIndices, outerNode, dim) {
  const queue = [];
  for (let i = 0, len = holeIndices.length; i < len; i++) {
    const start = holeIndices[i] * dim;
    const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
    const list = linkedList(data, start, end, dim, false);
    if (list === list.next) list.steiner = true;
    queue.push(getLeftmost(list));
  }
  queue.sort(compareXYSlope);
  for (let i = 0; i < queue.length; i++) {
    outerNode = eliminateHole(queue[i], outerNode);
  }
  return outerNode;
}
function compareXYSlope(a, b) {
  let result = a.x - b.x;
  if (result === 0) {
    result = a.y - b.y;
    if (result === 0) {
      const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
      const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
      result = aSlope - bSlope;
    }
  }
  return result;
}
function eliminateHole(hole, outerNode) {
  const bridge = findHoleBridge(hole, outerNode);
  if (!bridge) {
    return outerNode;
  }
  const bridgeReverse = splitPolygon(bridge, hole);
  filterPoints(bridgeReverse, bridgeReverse.next);
  return filterPoints(bridge, bridge.next);
}
function findHoleBridge(hole, outerNode) {
  let p = outerNode;
  const hx = hole.x;
  const hy = hole.y;
  let qx = -Infinity;
  let m;
  if (equals(hole, p)) return p;
  do {
    if (equals(hole, p.next)) return p.next;
    else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
      const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
      if (x <= hx && x > qx) {
        qx = x;
        m = p.x < p.next.x ? p : p.next;
        if (x === hx) return m;
      }
    }
    p = p.next;
  } while (p !== outerNode);
  if (!m) return null;
  const stop = m;
  const mx = m.x;
  const my = m.y;
  let tanMin = Infinity;
  p = m;
  do {
    if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
      const tan = Math.abs(hy - p.y) / (hx - p.x);
      if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
        m = p;
        tanMin = tan;
      }
    }
    p = p.next;
  } while (p !== stop);
  return m;
}
function sectorContainsSector(m, p) {
  return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
}
function indexCurve(start, minX, minY, invSize) {
  let p = start;
  do {
    if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
    p.prevZ = p.prev;
    p.nextZ = p.next;
    p = p.next;
  } while (p !== start);
  p.prevZ.nextZ = null;
  p.prevZ = null;
  sortLinked(p);
}
function sortLinked(list) {
  let numMerges;
  let inSize = 1;
  do {
    let p = list;
    let e;
    list = null;
    let tail = null;
    numMerges = 0;
    while (p) {
      numMerges++;
      let q = p;
      let pSize = 0;
      for (let i = 0; i < inSize; i++) {
        pSize++;
        q = q.nextZ;
        if (!q) break;
      }
      let qSize = inSize;
      while (pSize > 0 || qSize > 0 && q) {
        if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
          e = p;
          p = p.nextZ;
          pSize--;
        } else {
          e = q;
          q = q.nextZ;
          qSize--;
        }
        if (tail) tail.nextZ = e;
        else list = e;
        e.prevZ = tail;
        tail = e;
      }
      p = q;
    }
    tail.nextZ = null;
    inSize *= 2;
  } while (numMerges > 1);
  return list;
}
function zOrder(x, y, minX, minY, invSize) {
  x = (x - minX) * invSize | 0;
  y = (y - minY) * invSize | 0;
  x = (x | x << 8) & 16711935;
  x = (x | x << 4) & 252645135;
  x = (x | x << 2) & 858993459;
  x = (x | x << 1) & 1431655765;
  y = (y | y << 8) & 16711935;
  y = (y | y << 4) & 252645135;
  y = (y | y << 2) & 858993459;
  y = (y | y << 1) & 1431655765;
  return x | y << 1;
}
function getLeftmost(start) {
  let p = start, leftmost = start;
  do {
    if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
    p = p.next;
  } while (p !== start);
  return leftmost;
}
function pointInTriangle(ax, ay, bx, by, cx, cy, px2, py2) {
  return (cx - px2) * (ay - py2) >= (ax - px2) * (cy - py2) && (ax - px2) * (by - py2) >= (bx - px2) * (ay - py2) && (bx - px2) * (cy - py2) >= (cx - px2) * (by - py2);
}
function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px2, py2) {
  return !(ax === px2 && ay === py2) && pointInTriangle(ax, ay, bx, by, cx, cy, px2, py2);
}
function isValidDiagonal(a, b) {
  return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0);
}
function area(p, q, r) {
  return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
}
function equals(p1, p2) {
  return p1.x === p2.x && p1.y === p2.y;
}
function intersects(p1, q1, p2, q2) {
  const o1 = sign(area(p1, q1, p2));
  const o2 = sign(area(p1, q1, q2));
  const o3 = sign(area(p2, q2, p1));
  const o4 = sign(area(p2, q2, q1));
  if (o1 !== o2 && o3 !== o4) return true;
  if (o1 === 0 && onSegment(p1, p2, q1)) return true;
  if (o2 === 0 && onSegment(p1, q2, q1)) return true;
  if (o3 === 0 && onSegment(p2, p1, q2)) return true;
  if (o4 === 0 && onSegment(p2, q1, q2)) return true;
  return false;
}
function onSegment(p, q, r) {
  return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
}
function sign(num) {
  return num > 0 ? 1 : num < 0 ? -1 : 0;
}
function intersectsPolygon(a, b) {
  let p = a;
  do {
    if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true;
    p = p.next;
  } while (p !== a);
  return false;
}
function locallyInside(a, b) {
  return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
}
function middleInside(a, b) {
  let p = a;
  let inside = false;
  const px2 = (a.x + b.x) / 2;
  const py2 = (a.y + b.y) / 2;
  do {
    if (p.y > py2 !== p.next.y > py2 && p.next.y !== p.y && px2 < (p.next.x - p.x) * (py2 - p.y) / (p.next.y - p.y) + p.x)
      inside = !inside;
    p = p.next;
  } while (p !== a);
  return inside;
}
function splitPolygon(a, b) {
  const a2 = createNode(a.i, a.x, a.y), b2 = createNode(b.i, b.x, b.y), an = a.next, bp = b.prev;
  a.next = b;
  b.prev = a;
  a2.next = an;
  an.prev = a2;
  b2.next = a2;
  a2.prev = b2;
  bp.next = b2;
  b2.prev = bp;
  return b2;
}
function insertNode(i, x, y, last) {
  const p = createNode(i, x, y);
  if (!last) {
    p.prev = p;
    p.next = p;
  } else {
    p.next = last.next;
    p.prev = last;
    last.next.prev = p;
    last.next = p;
  }
  return p;
}
function removeNode(p) {
  p.next.prev = p.prev;
  p.prev.next = p.next;
  if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  if (p.nextZ) p.nextZ.prevZ = p.prevZ;
}
function createNode(i, x, y) {
  return {
    i,
    // vertex index in coordinates array
    x,
    y,
    // vertex coordinates
    prev: null,
    // previous and next vertex nodes in a polygon ring
    next: null,
    z: 0,
    // z-order curve value
    prevZ: null,
    // previous and next nodes in z-order
    nextZ: null,
    steiner: false
    // indicates whether this is a steiner point
  };
}
function signedArea(data, start, end, dim) {
  let sum = 0;
  for (let i = start, j = end - dim; i < end; i += dim) {
    sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
    j = i;
  }
  return sum;
}
var Earcut = class {
  /**
   * Triangulates the given shape definition by returning an array of triangles.
   *
   * @param {Array<number>} data - An array with 2D points.
   * @param {Array<number>} holeIndices - An array with indices defining holes.
   * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
   * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
   * representing vertex indices.
   */
  static triangulate(data, holeIndices, dim = 2) {
    return earcut(data, holeIndices, dim);
  }
};
var ShapeUtils = class _ShapeUtils {
  /**
   * Calculate area of a ( 2D ) contour polygon.
   *
   * @param {Array<Vector2>} contour - An array of 2D points.
   * @return {number} The area.
   */
  static area(contour) {
    const n = contour.length;
    let a = 0;
    for (let p = n - 1, q = 0; q < n; p = q++) {
      a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
    }
    return a * 0.5;
  }
  /**
   * Returns `true` if the given contour uses a clockwise winding order.
   *
   * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
   * @return {boolean} Whether the given contour uses a clockwise winding order or not.
   */
  static isClockWise(pts) {
    return _ShapeUtils.area(pts) < 0;
  }
  /**
   * Triangulates the given shape definition.
   *
   * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
   * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
   * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
   */
  static triangulateShape(contour, holes) {
    const vertices = [];
    const holeIndices = [];
    const faces = [];
    removeDupEndPts(contour);
    addContour(vertices, contour);
    let holeIndex = contour.length;
    holes.forEach(removeDupEndPts);
    for (let i = 0; i < holes.length; i++) {
      holeIndices.push(holeIndex);
      holeIndex += holes[i].length;
      addContour(vertices, holes[i]);
    }
    const triangles = Earcut.triangulate(vertices, holeIndices);
    for (let i = 0; i < triangles.length; i += 3) {
      faces.push(triangles.slice(i, i + 3));
    }
    return faces;
  }
};
function removeDupEndPts(points) {
  const l = points.length;
  if (l > 2 && points[l - 1].equals(points[0])) {
    points.pop();
  }
}
function addContour(vertices, contour) {
  for (let i = 0; i < contour.length; i++) {
    vertices.push(contour[i].x);
    vertices.push(contour[i].y);
  }
}
var ExtrudeGeometry = class _ExtrudeGeometry extends BufferGeometry {
  /**
   * Constructs a new extrude geometry.
   *
   * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
   * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
   */
  constructor(shapes = new Shape([new Vector2(0.5, 0.5), new Vector2(-0.5, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), options = {}) {
    super();
    this.type = "ExtrudeGeometry";
    this.parameters = {
      shapes,
      options
    };
    shapes = Array.isArray(shapes) ? shapes : [shapes];
    const scope = this;
    const verticesArray = [];
    const uvArray = [];
    for (let i = 0, l = shapes.length; i < l; i++) {
      const shape = shapes[i];
      addShape(shape);
    }
    this.setAttribute("position", new Float32BufferAttribute(verticesArray, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvArray, 2));
    this.computeVertexNormals();
    function addShape(shape) {
      const placeholder = [];
      const curveSegments = options.curveSegments !== void 0 ? options.curveSegments : 12;
      const steps = options.steps !== void 0 ? options.steps : 1;
      const depth = options.depth !== void 0 ? options.depth : 1;
      let bevelEnabled = options.bevelEnabled !== void 0 ? options.bevelEnabled : true;
      let bevelThickness = options.bevelThickness !== void 0 ? options.bevelThickness : 0.2;
      let bevelSize = options.bevelSize !== void 0 ? options.bevelSize : bevelThickness - 0.1;
      let bevelOffset = options.bevelOffset !== void 0 ? options.bevelOffset : 0;
      let bevelSegments = options.bevelSegments !== void 0 ? options.bevelSegments : 3;
      const extrudePath = options.extrudePath;
      const uvgen = options.UVGenerator !== void 0 ? options.UVGenerator : WorldUVGenerator;
      let extrudePts, extrudeByPath = false;
      let splineTube, binormal, normal, position2;
      if (extrudePath) {
        extrudePts = extrudePath.getSpacedPoints(steps);
        extrudeByPath = true;
        bevelEnabled = false;
        const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
        splineTube = extrudePath.computeFrenetFrames(steps, isClosed);
        binormal = new Vector3();
        normal = new Vector3();
        position2 = new Vector3();
      }
      if (!bevelEnabled) {
        bevelSegments = 0;
        bevelThickness = 0;
        bevelSize = 0;
        bevelOffset = 0;
      }
      const shapePoints = shape.extractPoints(curveSegments);
      let vertices = shapePoints.shape;
      const holes = shapePoints.holes;
      const reverse = !ShapeUtils.isClockWise(vertices);
      if (reverse) {
        vertices = vertices.reverse();
        for (let h = 0, hl = holes.length; h < hl; h++) {
          const ahole = holes[h];
          if (ShapeUtils.isClockWise(ahole)) {
            holes[h] = ahole.reverse();
          }
        }
      }
      function mergeOverlappingPoints(points) {
        const THRESHOLD = 1e-10;
        const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
        let prevPos = points[0];
        for (let i = 1; i <= points.length; i++) {
          const currentIndex = i % points.length;
          const currentPos = points[currentIndex];
          const dx = currentPos.x - prevPos.x;
          const dy = currentPos.y - prevPos.y;
          const distSq = dx * dx + dy * dy;
          const scalingFactorSqrt = Math.max(
            Math.abs(currentPos.x),
            Math.abs(currentPos.y),
            Math.abs(prevPos.x),
            Math.abs(prevPos.y)
          );
          const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
          if (distSq <= thresholdSqScaled) {
            points.splice(currentIndex, 1);
            i--;
            continue;
          }
          prevPos = currentPos;
        }
      }
      mergeOverlappingPoints(vertices);
      holes.forEach(mergeOverlappingPoints);
      const numHoles = holes.length;
      const contour = vertices;
      for (let h = 0; h < numHoles; h++) {
        const ahole = holes[h];
        vertices = vertices.concat(ahole);
      }
      function scalePt2(pt, vec, size) {
        if (!vec) error("ExtrudeGeometry: vec does not exist");
        return pt.clone().addScaledVector(vec, size);
      }
      const vlen = vertices.length;
      function getBevelVec(inPt, inPrev, inNext) {
        let v_trans_x, v_trans_y, shrink_by;
        const v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
        const v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
        const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y;
        const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;
        if (Math.abs(collinear0) > Number.EPSILON) {
          const v_prev_len = Math.sqrt(v_prev_lensq);
          const v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y);
          const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
          const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
          const ptNextShift_x = inNext.x - v_next_y / v_next_len;
          const ptNextShift_y = inNext.y + v_next_x / v_next_len;
          const sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x);
          v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;
          v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y;
          const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;
          if (v_trans_lensq <= 2) {
            return new Vector2(v_trans_x, v_trans_y);
          } else {
            shrink_by = Math.sqrt(v_trans_lensq / 2);
          }
        } else {
          let direction_eq = false;
          if (v_prev_x > Number.EPSILON) {
            if (v_next_x > Number.EPSILON) {
              direction_eq = true;
            }
          } else {
            if (v_prev_x < -Number.EPSILON) {
              if (v_next_x < -Number.EPSILON) {
                direction_eq = true;
              }
            } else {
              if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
                direction_eq = true;
              }
            }
          }
          if (direction_eq) {
            v_trans_x = -v_prev_y;
            v_trans_y = v_prev_x;
            shrink_by = Math.sqrt(v_prev_lensq);
          } else {
            v_trans_x = v_prev_x;
            v_trans_y = v_prev_y;
            shrink_by = Math.sqrt(v_prev_lensq / 2);
          }
        }
        return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
      }
      const contourMovements = [];
      for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
        if (j === il) j = 0;
        if (k === il) k = 0;
        contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);
      }
      const holesMovements = [];
      let oneHoleMovements, verticesMovements = contourMovements.concat();
      for (let h = 0, hl = numHoles; h < hl; h++) {
        const ahole = holes[h];
        oneHoleMovements = [];
        for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
          if (j === il) j = 0;
          if (k === il) k = 0;
          oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);
        }
        holesMovements.push(oneHoleMovements);
        verticesMovements = verticesMovements.concat(oneHoleMovements);
      }
      let faces;
      if (bevelSegments === 0) {
        faces = ShapeUtils.triangulateShape(contour, holes);
      } else {
        const contractedContourVertices = [];
        const expandedHoleVertices = [];
        for (let b = 0; b < bevelSegments; b++) {
          const t = b / bevelSegments;
          const z = bevelThickness * Math.cos(t * Math.PI / 2);
          const bs2 = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset;
          for (let i = 0, il = contour.length; i < il; i++) {
            const vert = scalePt2(contour[i], contourMovements[i], bs2);
            v(vert.x, vert.y, -z);
            if (t === 0) contractedContourVertices.push(vert);
          }
          for (let h = 0, hl = numHoles; h < hl; h++) {
            const ahole = holes[h];
            oneHoleMovements = holesMovements[h];
            const oneHoleVertices = [];
            for (let i = 0, il = ahole.length; i < il; i++) {
              const vert = scalePt2(ahole[i], oneHoleMovements[i], bs2);
              v(vert.x, vert.y, -z);
              if (t === 0) oneHoleVertices.push(vert);
            }
            if (t === 0) expandedHoleVertices.push(oneHoleVertices);
          }
        }
        faces = ShapeUtils.triangulateShape(contractedContourVertices, expandedHoleVertices);
      }
      const flen = faces.length;
      const bs = bevelSize + bevelOffset;
      for (let i = 0; i < vlen; i++) {
        const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
        if (!extrudeByPath) {
          v(vert.x, vert.y, 0);
        } else {
          normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
          binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
          position2.copy(extrudePts[0]).add(normal).add(binormal);
          v(position2.x, position2.y, position2.z);
        }
      }
      for (let s = 1; s <= steps; s++) {
        for (let i = 0; i < vlen; i++) {
          const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
          if (!extrudeByPath) {
            v(vert.x, vert.y, depth / steps * s);
          } else {
            normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);
            binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);
            position2.copy(extrudePts[s]).add(normal).add(binormal);
            v(position2.x, position2.y, position2.z);
          }
        }
      }
      for (let b = bevelSegments - 1; b >= 0; b--) {
        const t = b / bevelSegments;
        const z = bevelThickness * Math.cos(t * Math.PI / 2);
        const bs2 = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset;
        for (let i = 0, il = contour.length; i < il; i++) {
          const vert = scalePt2(contour[i], contourMovements[i], bs2);
          v(vert.x, vert.y, depth + z);
        }
        for (let h = 0, hl = holes.length; h < hl; h++) {
          const ahole = holes[h];
          oneHoleMovements = holesMovements[h];
          for (let i = 0, il = ahole.length; i < il; i++) {
            const vert = scalePt2(ahole[i], oneHoleMovements[i], bs2);
            if (!extrudeByPath) {
              v(vert.x, vert.y, depth + z);
            } else {
              v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
            }
          }
        }
      }
      buildLidFaces();
      buildSideFaces();
      function buildLidFaces() {
        const start = verticesArray.length / 3;
        if (bevelEnabled) {
          let layer = 0;
          let offset = vlen * layer;
          for (let i = 0; i < flen; i++) {
            const face = faces[i];
            f3(face[2] + offset, face[1] + offset, face[0] + offset);
          }
          layer = steps + bevelSegments * 2;
          offset = vlen * layer;
          for (let i = 0; i < flen; i++) {
            const face = faces[i];
            f3(face[0] + offset, face[1] + offset, face[2] + offset);
          }
        } else {
          for (let i = 0; i < flen; i++) {
            const face = faces[i];
            f3(face[2], face[1], face[0]);
          }
          for (let i = 0; i < flen; i++) {
            const face = faces[i];
            f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
          }
        }
        scope.addGroup(start, verticesArray.length / 3 - start, 0);
      }
      function buildSideFaces() {
        const start = verticesArray.length / 3;
        let layeroffset = 0;
        sidewalls(contour, layeroffset);
        layeroffset += contour.length;
        for (let h = 0, hl = holes.length; h < hl; h++) {
          const ahole = holes[h];
          sidewalls(ahole, layeroffset);
          layeroffset += ahole.length;
        }
        scope.addGroup(start, verticesArray.length / 3 - start, 1);
      }
      function sidewalls(contour2, layeroffset) {
        let i = contour2.length;
        while (--i >= 0) {
          const j = i;
          let k = i - 1;
          if (k < 0) k = contour2.length - 1;
          for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {
            const slen1 = vlen * s;
            const slen2 = vlen * (s + 1);
            const a = layeroffset + j + slen1, b = layeroffset + k + slen1, c = layeroffset + k + slen2, d = layeroffset + j + slen2;
            f4(a, b, c, d);
          }
        }
      }
      function v(x, y, z) {
        placeholder.push(x);
        placeholder.push(y);
        placeholder.push(z);
      }
      function f3(a, b, c) {
        addVertex(a);
        addVertex(b);
        addVertex(c);
        const nextIndex = verticesArray.length / 3;
        const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
        addUV(uvs[0]);
        addUV(uvs[1]);
        addUV(uvs[2]);
      }
      function f4(a, b, c, d) {
        addVertex(a);
        addVertex(b);
        addVertex(d);
        addVertex(b);
        addVertex(c);
        addVertex(d);
        const nextIndex = verticesArray.length / 3;
        const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
        addUV(uvs[0]);
        addUV(uvs[1]);
        addUV(uvs[3]);
        addUV(uvs[1]);
        addUV(uvs[2]);
        addUV(uvs[3]);
      }
      function addVertex(index) {
        verticesArray.push(placeholder[index * 3 + 0]);
        verticesArray.push(placeholder[index * 3 + 1]);
        verticesArray.push(placeholder[index * 3 + 2]);
      }
      function addUV(vector2) {
        uvArray.push(vector2.x);
        uvArray.push(vector2.y);
      }
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    const shapes = this.parameters.shapes;
    const options = this.parameters.options;
    return toJSON$1(shapes, options, data);
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @param {Array<Shape>} shapes - An array of shapes.
   * @return {ExtrudeGeometry} A new instance.
   */
  static fromJSON(data, shapes) {
    const geometryShapes = [];
    for (let j = 0, jl = data.shapes.length; j < jl; j++) {
      const shape = shapes[data.shapes[j]];
      geometryShapes.push(shape);
    }
    const extrudePath = data.options.extrudePath;
    if (extrudePath !== void 0) {
      data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
    }
    return new _ExtrudeGeometry(geometryShapes, data.options);
  }
};
var WorldUVGenerator = {
  generateTopUV: function(geometry, vertices, indexA, indexB, indexC) {
    const a_x = vertices[indexA * 3];
    const a_y = vertices[indexA * 3 + 1];
    const b_x = vertices[indexB * 3];
    const b_y = vertices[indexB * 3 + 1];
    const c_x = vertices[indexC * 3];
    const c_y = vertices[indexC * 3 + 1];
    return [
      new Vector2(a_x, a_y),
      new Vector2(b_x, b_y),
      new Vector2(c_x, c_y)
    ];
  },
  generateSideWallUV: function(geometry, vertices, indexA, indexB, indexC, indexD) {
    const a_x = vertices[indexA * 3];
    const a_y = vertices[indexA * 3 + 1];
    const a_z = vertices[indexA * 3 + 2];
    const b_x = vertices[indexB * 3];
    const b_y = vertices[indexB * 3 + 1];
    const b_z = vertices[indexB * 3 + 2];
    const c_x = vertices[indexC * 3];
    const c_y = vertices[indexC * 3 + 1];
    const c_z = vertices[indexC * 3 + 2];
    const d_x = vertices[indexD * 3];
    const d_y = vertices[indexD * 3 + 1];
    const d_z = vertices[indexD * 3 + 2];
    if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) {
      return [
        new Vector2(a_x, 1 - a_z),
        new Vector2(b_x, 1 - b_z),
        new Vector2(c_x, 1 - c_z),
        new Vector2(d_x, 1 - d_z)
      ];
    } else {
      return [
        new Vector2(a_y, 1 - a_z),
        new Vector2(b_y, 1 - b_z),
        new Vector2(c_y, 1 - c_z),
        new Vector2(d_y, 1 - d_z)
      ];
    }
  }
};
function toJSON$1(shapes, options, data) {
  data.shapes = [];
  if (Array.isArray(shapes)) {
    for (let i = 0, l = shapes.length; i < l; i++) {
      const shape = shapes[i];
      data.shapes.push(shape.uuid);
    }
  } else {
    data.shapes.push(shapes.uuid);
  }
  data.options = Object.assign({}, options);
  if (options.extrudePath !== void 0) data.options.extrudePath = options.extrudePath.toJSON();
  return data;
}
var IcosahedronGeometry = class _IcosahedronGeometry extends PolyhedronGeometry {
  /**
   * Constructs a new icosahedron geometry.
   *
   * @param {number} [radius=1] - Radius of the icosahedron.
   * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
   */
  constructor(radius = 1, detail = 0) {
    const t = (1 + Math.sqrt(5)) / 2;
    const vertices = [
      -1,
      t,
      0,
      1,
      t,
      0,
      -1,
      -t,
      0,
      1,
      -t,
      0,
      0,
      -1,
      t,
      0,
      1,
      t,
      0,
      -1,
      -t,
      0,
      1,
      -t,
      t,
      0,
      -1,
      t,
      0,
      1,
      -t,
      0,
      -1,
      -t,
      0,
      1
    ];
    const indices = [
      0,
      11,
      5,
      0,
      5,
      1,
      0,
      1,
      7,
      0,
      7,
      10,
      0,
      10,
      11,
      1,
      5,
      9,
      5,
      11,
      4,
      11,
      10,
      2,
      10,
      7,
      6,
      7,
      1,
      8,
      3,
      9,
      4,
      3,
      4,
      2,
      3,
      2,
      6,
      3,
      6,
      8,
      3,
      8,
      9,
      4,
      9,
      5,
      2,
      4,
      11,
      6,
      2,
      10,
      8,
      6,
      7,
      9,
      8,
      1
    ];
    super(vertices, indices, radius, detail);
    this.type = "IcosahedronGeometry";
    this.parameters = {
      radius,
      detail
    };
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {IcosahedronGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _IcosahedronGeometry(data.radius, data.detail);
  }
};
var LatheGeometry = class _LatheGeometry extends BufferGeometry {
  /**
   * Constructs a new lathe geometry.
   *
   * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
   * must be greater than zero.
   * @param {number} [segments=12] - The number of circumference segments to generate.
   * @param {number} [phiStart=0] - The starting angle in radians.
   * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
   * closed lathe, less than 2PI is a portion.
   */
  constructor(points = [new Vector2(0, -0.5), new Vector2(0.5, 0), new Vector2(0, 0.5)], segments = 12, phiStart = 0, phiLength = Math.PI * 2) {
    super();
    this.type = "LatheGeometry";
    this.parameters = {
      points,
      segments,
      phiStart,
      phiLength
    };
    segments = Math.floor(segments);
    phiLength = clamp(phiLength, 0, Math.PI * 2);
    const indices = [];
    const vertices = [];
    const uvs = [];
    const initNormals = [];
    const normals = [];
    const inverseSegments = 1 / segments;
    const vertex2 = new Vector3();
    const uv = new Vector2();
    const normal = new Vector3();
    const curNormal = new Vector3();
    const prevNormal = new Vector3();
    let dx = 0;
    let dy = 0;
    for (let j = 0; j <= points.length - 1; j++) {
      switch (j) {
        case 0:
          dx = points[j + 1].x - points[j].x;
          dy = points[j + 1].y - points[j].y;
          normal.x = dy * 1;
          normal.y = -dx;
          normal.z = dy * 0;
          prevNormal.copy(normal);
          normal.normalize();
          initNormals.push(normal.x, normal.y, normal.z);
          break;
        case points.length - 1:
          initNormals.push(prevNormal.x, prevNormal.y, prevNormal.z);
          break;
        default:
          dx = points[j + 1].x - points[j].x;
          dy = points[j + 1].y - points[j].y;
          normal.x = dy * 1;
          normal.y = -dx;
          normal.z = dy * 0;
          curNormal.copy(normal);
          normal.x += prevNormal.x;
          normal.y += prevNormal.y;
          normal.z += prevNormal.z;
          normal.normalize();
          initNormals.push(normal.x, normal.y, normal.z);
          prevNormal.copy(curNormal);
      }
    }
    for (let i = 0; i <= segments; i++) {
      const phi = phiStart + i * inverseSegments * phiLength;
      const sin = Math.sin(phi);
      const cos = Math.cos(phi);
      for (let j = 0; j <= points.length - 1; j++) {
        vertex2.x = points[j].x * sin;
        vertex2.y = points[j].y;
        vertex2.z = points[j].x * cos;
        vertices.push(vertex2.x, vertex2.y, vertex2.z);
        uv.x = i / segments;
        uv.y = j / (points.length - 1);
        uvs.push(uv.x, uv.y);
        const x = initNormals[3 * j + 0] * sin;
        const y = initNormals[3 * j + 1];
        const z = initNormals[3 * j + 0] * cos;
        normals.push(x, y, z);
      }
    }
    for (let i = 0; i < segments; i++) {
      for (let j = 0; j < points.length - 1; j++) {
        const base = j + i * points.length;
        const a = base;
        const b = base + points.length;
        const c = base + points.length + 1;
        const d = base + 1;
        indices.push(a, b, d);
        indices.push(c, d, b);
      }
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {LatheGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength);
  }
};
var OctahedronGeometry = class _OctahedronGeometry extends PolyhedronGeometry {
  /**
   * Constructs a new octahedron geometry.
   *
   * @param {number} [radius=1] - Radius of the octahedron.
   * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
   */
  constructor(radius = 1, detail = 0) {
    const vertices = [
      1,
      0,
      0,
      -1,
      0,
      0,
      0,
      1,
      0,
      0,
      -1,
      0,
      0,
      0,
      1,
      0,
      0,
      -1
    ];
    const indices = [
      0,
      2,
      4,
      0,
      4,
      3,
      0,
      3,
      5,
      0,
      5,
      2,
      1,
      2,
      5,
      1,
      5,
      3,
      1,
      3,
      4,
      1,
      4,
      2
    ];
    super(vertices, indices, radius, detail);
    this.type = "OctahedronGeometry";
    this.parameters = {
      radius,
      detail
    };
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {OctahedronGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _OctahedronGeometry(data.radius, data.detail);
  }
};
var PlaneGeometry = class _PlaneGeometry extends BufferGeometry {
  /**
   * Constructs a new plane geometry.
   *
   * @param {number} [width=1] - The width along the X axis.
   * @param {number} [height=1] - The height along the Y axis
   * @param {number} [widthSegments=1] - The number of segments along the X axis.
   * @param {number} [heightSegments=1] - The number of segments along the Y axis.
   */
  constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {
    super();
    this.type = "PlaneGeometry";
    this.parameters = {
      width,
      height,
      widthSegments,
      heightSegments
    };
    const width_half = width / 2;
    const height_half = height / 2;
    const gridX = Math.floor(widthSegments);
    const gridY = Math.floor(heightSegments);
    const gridX1 = gridX + 1;
    const gridY1 = gridY + 1;
    const segment_width = width / gridX;
    const segment_height = height / gridY;
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    for (let iy = 0; iy < gridY1; iy++) {
      const y = iy * segment_height - height_half;
      for (let ix = 0; ix < gridX1; ix++) {
        const x = ix * segment_width - width_half;
        vertices.push(x, -y, 0);
        normals.push(0, 0, 1);
        uvs.push(ix / gridX);
        uvs.push(1 - iy / gridY);
      }
    }
    for (let iy = 0; iy < gridY; iy++) {
      for (let ix = 0; ix < gridX; ix++) {
        const a = ix + gridX1 * iy;
        const b = ix + gridX1 * (iy + 1);
        const c = ix + 1 + gridX1 * (iy + 1);
        const d = ix + 1 + gridX1 * iy;
        indices.push(a, b, d);
        indices.push(b, c, d);
      }
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {PlaneGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments);
  }
};
var RingGeometry = class _RingGeometry extends BufferGeometry {
  /**
   * Constructs a new ring geometry.
   *
   * @param {number} [innerRadius=0.5] - The inner radius of the ring.
   * @param {number} [outerRadius=1] - The outer radius of the ring.
   * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
   * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
   * @param {number} [thetaStart=0] - Starting angle in radians.
   * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
   */
  constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) {
    super();
    this.type = "RingGeometry";
    this.parameters = {
      innerRadius,
      outerRadius,
      thetaSegments,
      phiSegments,
      thetaStart,
      thetaLength
    };
    thetaSegments = Math.max(3, thetaSegments);
    phiSegments = Math.max(1, phiSegments);
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    let radius = innerRadius;
    const radiusStep = (outerRadius - innerRadius) / phiSegments;
    const vertex2 = new Vector3();
    const uv = new Vector2();
    for (let j = 0; j <= phiSegments; j++) {
      for (let i = 0; i <= thetaSegments; i++) {
        const segment = thetaStart + i / thetaSegments * thetaLength;
        vertex2.x = radius * Math.cos(segment);
        vertex2.y = radius * Math.sin(segment);
        vertices.push(vertex2.x, vertex2.y, vertex2.z);
        normals.push(0, 0, 1);
        uv.x = (vertex2.x / outerRadius + 1) / 2;
        uv.y = (vertex2.y / outerRadius + 1) / 2;
        uvs.push(uv.x, uv.y);
      }
      radius += radiusStep;
    }
    for (let j = 0; j < phiSegments; j++) {
      const thetaSegmentLevel = j * (thetaSegments + 1);
      for (let i = 0; i < thetaSegments; i++) {
        const segment = i + thetaSegmentLevel;
        const a = segment;
        const b = segment + thetaSegments + 1;
        const c = segment + thetaSegments + 2;
        const d = segment + 1;
        indices.push(a, b, d);
        indices.push(b, c, d);
      }
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {RingGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
  }
};
var ShapeGeometry = class _ShapeGeometry extends BufferGeometry {
  /**
   * Constructs a new shape geometry.
   *
   * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
   * @param {number} [curveSegments=12] - Number of segments per shape.
   */
  constructor(shapes = new Shape([new Vector2(0, 0.5), new Vector2(-0.5, -0.5), new Vector2(0.5, -0.5)]), curveSegments = 12) {
    super();
    this.type = "ShapeGeometry";
    this.parameters = {
      shapes,
      curveSegments
    };
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    let groupStart = 0;
    let groupCount = 0;
    if (Array.isArray(shapes) === false) {
      addShape(shapes);
    } else {
      for (let i = 0; i < shapes.length; i++) {
        addShape(shapes[i]);
        this.addGroup(groupStart, groupCount, i);
        groupStart += groupCount;
        groupCount = 0;
      }
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
    function addShape(shape) {
      const indexOffset = vertices.length / 3;
      const points = shape.extractPoints(curveSegments);
      let shapeVertices = points.shape;
      const shapeHoles = points.holes;
      if (ShapeUtils.isClockWise(shapeVertices) === false) {
        shapeVertices = shapeVertices.reverse();
      }
      for (let i = 0, l = shapeHoles.length; i < l; i++) {
        const shapeHole = shapeHoles[i];
        if (ShapeUtils.isClockWise(shapeHole) === true) {
          shapeHoles[i] = shapeHole.reverse();
        }
      }
      const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles);
      for (let i = 0, l = shapeHoles.length; i < l; i++) {
        const shapeHole = shapeHoles[i];
        shapeVertices = shapeVertices.concat(shapeHole);
      }
      for (let i = 0, l = shapeVertices.length; i < l; i++) {
        const vertex2 = shapeVertices[i];
        vertices.push(vertex2.x, vertex2.y, 0);
        normals.push(0, 0, 1);
        uvs.push(vertex2.x, vertex2.y);
      }
      for (let i = 0, l = faces.length; i < l; i++) {
        const face = faces[i];
        const a = face[0] + indexOffset;
        const b = face[1] + indexOffset;
        const c = face[2] + indexOffset;
        indices.push(a, b, c);
        groupCount += 3;
      }
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    const shapes = this.parameters.shapes;
    return toJSON(shapes, data);
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @param {Array<Shape>} shapes - An array of shapes.
   * @return {ShapeGeometry} A new instance.
   */
  static fromJSON(data, shapes) {
    const geometryShapes = [];
    for (let j = 0, jl = data.shapes.length; j < jl; j++) {
      const shape = shapes[data.shapes[j]];
      geometryShapes.push(shape);
    }
    return new _ShapeGeometry(geometryShapes, data.curveSegments);
  }
};
function toJSON(shapes, data) {
  data.shapes = [];
  if (Array.isArray(shapes)) {
    for (let i = 0, l = shapes.length; i < l; i++) {
      const shape = shapes[i];
      data.shapes.push(shape.uuid);
    }
  } else {
    data.shapes.push(shapes.uuid);
  }
  return data;
}
var SphereGeometry = class _SphereGeometry extends BufferGeometry {
  /**
   * Constructs a new sphere geometry.
   *
   * @param {number} [radius=1] - The sphere radius.
   * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
   * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
   * @param {number} [phiStart=0] - The horizontal starting angle in radians.
   * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
   * @param {number} [thetaStart=0] - The vertical starting angle in radians.
   * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
   */
  constructor(radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) {
    super();
    this.type = "SphereGeometry";
    this.parameters = {
      radius,
      widthSegments,
      heightSegments,
      phiStart,
      phiLength,
      thetaStart,
      thetaLength
    };
    widthSegments = Math.max(3, Math.floor(widthSegments));
    heightSegments = Math.max(2, Math.floor(heightSegments));
    const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
    let index = 0;
    const grid = [];
    const vertex2 = new Vector3();
    const normal = new Vector3();
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    for (let iy = 0; iy <= heightSegments; iy++) {
      const verticesRow = [];
      const v = iy / heightSegments;
      let uOffset = 0;
      if (iy === 0 && thetaStart === 0) {
        uOffset = 0.5 / widthSegments;
      } else if (iy === heightSegments && thetaEnd === Math.PI) {
        uOffset = -0.5 / widthSegments;
      }
      for (let ix = 0; ix <= widthSegments; ix++) {
        const u = ix / widthSegments;
        vertex2.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
        vertex2.y = radius * Math.cos(thetaStart + v * thetaLength);
        vertex2.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
        vertices.push(vertex2.x, vertex2.y, vertex2.z);
        normal.copy(vertex2).normalize();
        normals.push(normal.x, normal.y, normal.z);
        uvs.push(u + uOffset, 1 - v);
        verticesRow.push(index++);
      }
      grid.push(verticesRow);
    }
    for (let iy = 0; iy < heightSegments; iy++) {
      for (let ix = 0; ix < widthSegments; ix++) {
        const a = grid[iy][ix + 1];
        const b = grid[iy][ix];
        const c = grid[iy + 1][ix];
        const d = grid[iy + 1][ix + 1];
        if (iy !== 0 || thetaStart > 0) indices.push(a, b, d);
        if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);
      }
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {SphereGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
  }
};
var TetrahedronGeometry = class _TetrahedronGeometry extends PolyhedronGeometry {
  /**
   * Constructs a new tetrahedron geometry.
   *
   * @param {number} [radius=1] - Radius of the tetrahedron.
   * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
   */
  constructor(radius = 1, detail = 0) {
    const vertices = [
      1,
      1,
      1,
      -1,
      -1,
      1,
      -1,
      1,
      -1,
      1,
      -1,
      -1
    ];
    const indices = [
      2,
      1,
      0,
      0,
      3,
      2,
      1,
      3,
      0,
      2,
      3,
      1
    ];
    super(vertices, indices, radius, detail);
    this.type = "TetrahedronGeometry";
    this.parameters = {
      radius,
      detail
    };
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {TetrahedronGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _TetrahedronGeometry(data.radius, data.detail);
  }
};
var TorusGeometry = class _TorusGeometry extends BufferGeometry {
  /**
   * Constructs a new torus geometry.
   *
   * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
   * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
   * @param {number} [radialSegments=12] - The number of radial segments.
   * @param {number} [tubularSegments=48] - The number of tubular segments.
   * @param {number} [arc=Math.PI*2] - Central angle in radians.
   */
  constructor(radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2) {
    super();
    this.type = "TorusGeometry";
    this.parameters = {
      radius,
      tube,
      radialSegments,
      tubularSegments,
      arc
    };
    radialSegments = Math.floor(radialSegments);
    tubularSegments = Math.floor(tubularSegments);
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    const center = new Vector3();
    const vertex2 = new Vector3();
    const normal = new Vector3();
    for (let j = 0; j <= radialSegments; j++) {
      for (let i = 0; i <= tubularSegments; i++) {
        const u = i / tubularSegments * arc;
        const v = j / radialSegments * Math.PI * 2;
        vertex2.x = (radius + tube * Math.cos(v)) * Math.cos(u);
        vertex2.y = (radius + tube * Math.cos(v)) * Math.sin(u);
        vertex2.z = tube * Math.sin(v);
        vertices.push(vertex2.x, vertex2.y, vertex2.z);
        center.x = radius * Math.cos(u);
        center.y = radius * Math.sin(u);
        normal.subVectors(vertex2, center).normalize();
        normals.push(normal.x, normal.y, normal.z);
        uvs.push(i / tubularSegments);
        uvs.push(j / radialSegments);
      }
    }
    for (let j = 1; j <= radialSegments; j++) {
      for (let i = 1; i <= tubularSegments; i++) {
        const a = (tubularSegments + 1) * j + i - 1;
        const b = (tubularSegments + 1) * (j - 1) + i - 1;
        const c = (tubularSegments + 1) * (j - 1) + i;
        const d = (tubularSegments + 1) * j + i;
        indices.push(a, b, d);
        indices.push(b, c, d);
      }
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {TorusGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
  }
};
var TorusKnotGeometry = class _TorusKnotGeometry extends BufferGeometry {
  /**
   * Constructs a new torus knot geometry.
   *
   * @param {number} [radius=1] - Radius of the torus knot.
   * @param {number} [tube=0.4] - Radius of the tube.
   * @param {number} [tubularSegments=64] - The number of tubular segments.
   * @param {number} [radialSegments=8] - The number of radial segments.
   * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
   * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
   */
  constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) {
    super();
    this.type = "TorusKnotGeometry";
    this.parameters = {
      radius,
      tube,
      tubularSegments,
      radialSegments,
      p,
      q
    };
    tubularSegments = Math.floor(tubularSegments);
    radialSegments = Math.floor(radialSegments);
    const indices = [];
    const vertices = [];
    const normals = [];
    const uvs = [];
    const vertex2 = new Vector3();
    const normal = new Vector3();
    const P1 = new Vector3();
    const P2 = new Vector3();
    const B = new Vector3();
    const T = new Vector3();
    const N = new Vector3();
    for (let i = 0; i <= tubularSegments; ++i) {
      const u = i / tubularSegments * p * Math.PI * 2;
      calculatePositionOnCurve(u, p, q, radius, P1);
      calculatePositionOnCurve(u + 0.01, p, q, radius, P2);
      T.subVectors(P2, P1);
      N.addVectors(P2, P1);
      B.crossVectors(T, N);
      N.crossVectors(B, T);
      B.normalize();
      N.normalize();
      for (let j = 0; j <= radialSegments; ++j) {
        const v = j / radialSegments * Math.PI * 2;
        const cx = -tube * Math.cos(v);
        const cy = tube * Math.sin(v);
        vertex2.x = P1.x + (cx * N.x + cy * B.x);
        vertex2.y = P1.y + (cx * N.y + cy * B.y);
        vertex2.z = P1.z + (cx * N.z + cy * B.z);
        vertices.push(vertex2.x, vertex2.y, vertex2.z);
        normal.subVectors(vertex2, P1).normalize();
        normals.push(normal.x, normal.y, normal.z);
        uvs.push(i / tubularSegments);
        uvs.push(j / radialSegments);
      }
    }
    for (let j = 1; j <= tubularSegments; j++) {
      for (let i = 1; i <= radialSegments; i++) {
        const a = (radialSegments + 1) * (j - 1) + (i - 1);
        const b = (radialSegments + 1) * j + (i - 1);
        const c = (radialSegments + 1) * j + i;
        const d = (radialSegments + 1) * (j - 1) + i;
        indices.push(a, b, d);
        indices.push(b, c, d);
      }
    }
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
    function calculatePositionOnCurve(u, p2, q2, radius2, position) {
      const cu = Math.cos(u);
      const su = Math.sin(u);
      const quOverP = q2 / p2 * u;
      const cs = Math.cos(quOverP);
      position.x = radius2 * (2 + cs) * 0.5 * cu;
      position.y = radius2 * (2 + cs) * su * 0.5;
      position.z = radius2 * Math.sin(quOverP) * 0.5;
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {TorusKnotGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
  }
};
var TubeGeometry = class _TubeGeometry extends BufferGeometry {
  /**
   * Constructs a new tube geometry.
   *
   * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
   * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
   * @param {number} [radius=1] -The radius of the tube.
   * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
   * @param {boolean} [closed=false] - Whether the tube is closed or not.
   */
  constructor(path = new QuadraticBezierCurve3(new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0)), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) {
    super();
    this.type = "TubeGeometry";
    this.parameters = {
      path,
      tubularSegments,
      radius,
      radialSegments,
      closed
    };
    const frames = path.computeFrenetFrames(tubularSegments, closed);
    this.tangents = frames.tangents;
    this.normals = frames.normals;
    this.binormals = frames.binormals;
    const vertex2 = new Vector3();
    const normal = new Vector3();
    const uv = new Vector2();
    let P = new Vector3();
    const vertices = [];
    const normals = [];
    const uvs = [];
    const indices = [];
    generateBufferData();
    this.setIndex(indices);
    this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
    this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
    function generateBufferData() {
      for (let i = 0; i < tubularSegments; i++) {
        generateSegment(i);
      }
      generateSegment(closed === false ? tubularSegments : 0);
      generateUVs();
      generateIndices();
    }
    function generateSegment(i) {
      P = path.getPointAt(i / tubularSegments, P);
      const N = frames.normals[i];
      const B = frames.binormals[i];
      for (let j = 0; j <= radialSegments; j++) {
        const v = j / radialSegments * Math.PI * 2;
        const sin = Math.sin(v);
        const cos = -Math.cos(v);
        normal.x = cos * N.x + sin * B.x;
        normal.y = cos * N.y + sin * B.y;
        normal.z = cos * N.z + sin * B.z;
        normal.normalize();
        normals.push(normal.x, normal.y, normal.z);
        vertex2.x = P.x + radius * normal.x;
        vertex2.y = P.y + radius * normal.y;
        vertex2.z = P.z + radius * normal.z;
        vertices.push(vertex2.x, vertex2.y, vertex2.z);
      }
    }
    function generateIndices() {
      for (let j = 1; j <= tubularSegments; j++) {
        for (let i = 1; i <= radialSegments; i++) {
          const a = (radialSegments + 1) * (j - 1) + (i - 1);
          const b = (radialSegments + 1) * j + (i - 1);
          const c = (radialSegments + 1) * j + i;
          const d = (radialSegments + 1) * (j - 1) + i;
          indices.push(a, b, d);
          indices.push(b, c, d);
        }
      }
    }
    function generateUVs() {
      for (let i = 0; i <= tubularSegments; i++) {
        for (let j = 0; j <= radialSegments; j++) {
          uv.x = i / tubularSegments;
          uv.y = j / radialSegments;
          uvs.push(uv.x, uv.y);
        }
      }
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.path = this.parameters.path.toJSON();
    return data;
  }
  /**
   * Factory method for creating an instance of this class from the given
   * JSON object.
   *
   * @param {Object} data - A JSON object representing the serialized geometry.
   * @return {TubeGeometry} A new instance.
   */
  static fromJSON(data) {
    return new _TubeGeometry(
      new Curves[data.path.type]().fromJSON(data.path),
      data.tubularSegments,
      data.radius,
      data.radialSegments,
      data.closed
    );
  }
};
var WireframeGeometry = class extends BufferGeometry {
  /**
   * Constructs a new wireframe geometry.
   *
   * @param {?BufferGeometry} [geometry=null] - The geometry.
   */
  constructor(geometry = null) {
    super();
    this.type = "WireframeGeometry";
    this.parameters = {
      geometry
    };
    if (geometry !== null) {
      const vertices = [];
      const edges = /* @__PURE__ */ new Set();
      const start = new Vector3();
      const end = new Vector3();
      if (geometry.index !== null) {
        const position = geometry.attributes.position;
        const indices = geometry.index;
        let groups = geometry.groups;
        if (groups.length === 0) {
          groups = [{ start: 0, count: indices.count, materialIndex: 0 }];
        }
        for (let o = 0, ol = groups.length; o < ol; ++o) {
          const group = groups[o];
          const groupStart = group.start;
          const groupCount = group.count;
          for (let i = groupStart, l = groupStart + groupCount; i < l; i += 3) {
            for (let j = 0; j < 3; j++) {
              const index1 = indices.getX(i + j);
              const index2 = indices.getX(i + (j + 1) % 3);
              start.fromBufferAttribute(position, index1);
              end.fromBufferAttribute(position, index2);
              if (isUniqueEdge(start, end, edges) === true) {
                vertices.push(start.x, start.y, start.z);
                vertices.push(end.x, end.y, end.z);
              }
            }
          }
        }
      } else {
        const position = geometry.attributes.position;
        for (let i = 0, l = position.count / 3; i < l; i++) {
          for (let j = 0; j < 3; j++) {
            const index1 = 3 * i + j;
            const index2 = 3 * i + (j + 1) % 3;
            start.fromBufferAttribute(position, index1);
            end.fromBufferAttribute(position, index2);
            if (isUniqueEdge(start, end, edges) === true) {
              vertices.push(start.x, start.y, start.z);
              vertices.push(end.x, end.y, end.z);
            }
          }
        }
      }
      this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    }
  }
  copy(source) {
    super.copy(source);
    this.parameters = Object.assign({}, source.parameters);
    return this;
  }
};
function isUniqueEdge(start, end, edges) {
  const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`;
  if (edges.has(hash1) === true || edges.has(hash2) === true) {
    return false;
  } else {
    edges.add(hash1);
    edges.add(hash2);
    return true;
  }
}
var Geometries = Object.freeze({
  __proto__: null,
  BoxGeometry,
  CapsuleGeometry,
  CircleGeometry,
  ConeGeometry,
  CylinderGeometry,
  DodecahedronGeometry,
  EdgesGeometry,
  ExtrudeGeometry,
  IcosahedronGeometry,
  LatheGeometry,
  OctahedronGeometry,
  PlaneGeometry,
  PolyhedronGeometry,
  RingGeometry,
  ShapeGeometry,
  SphereGeometry,
  TetrahedronGeometry,
  TorusGeometry,
  TorusKnotGeometry,
  TubeGeometry,
  WireframeGeometry
});
var ShadowMaterial = class extends Material {
  /**
   * Constructs a new shadow material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isShadowMaterial = true;
    this.type = "ShadowMaterial";
    this.color = new Color(0);
    this.transparent = true;
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.color.copy(source.color);
    this.fog = source.fog;
    return this;
  }
};
var RawShaderMaterial = class extends ShaderMaterial {
  /**
   * Constructs a new raw shader material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super(parameters);
    this.isRawShaderMaterial = true;
    this.type = "RawShaderMaterial";
  }
};
var MeshStandardMaterial = class extends Material {
  /**
   * Constructs a new mesh standard material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshStandardMaterial = true;
    this.type = "MeshStandardMaterial";
    this.defines = { "STANDARD": "" };
    this.color = new Color(16777215);
    this.roughness = 1;
    this.metalness = 0;
    this.map = null;
    this.lightMap = null;
    this.lightMapIntensity = 1;
    this.aoMap = null;
    this.aoMapIntensity = 1;
    this.emissive = new Color(0);
    this.emissiveIntensity = 1;
    this.emissiveMap = null;
    this.bumpMap = null;
    this.bumpScale = 1;
    this.normalMap = null;
    this.normalMapType = TangentSpaceNormalMap;
    this.normalScale = new Vector2(1, 1);
    this.displacementMap = null;
    this.displacementScale = 1;
    this.displacementBias = 0;
    this.roughnessMap = null;
    this.metalnessMap = null;
    this.alphaMap = null;
    this.envMap = null;
    this.envMapRotation = new Euler();
    this.envMapIntensity = 1;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.wireframeLinecap = "round";
    this.wireframeLinejoin = "round";
    this.flatShading = false;
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.defines = { "STANDARD": "" };
    this.color.copy(source.color);
    this.roughness = source.roughness;
    this.metalness = source.metalness;
    this.map = source.map;
    this.lightMap = source.lightMap;
    this.lightMapIntensity = source.lightMapIntensity;
    this.aoMap = source.aoMap;
    this.aoMapIntensity = source.aoMapIntensity;
    this.emissive.copy(source.emissive);
    this.emissiveMap = source.emissiveMap;
    this.emissiveIntensity = source.emissiveIntensity;
    this.bumpMap = source.bumpMap;
    this.bumpScale = source.bumpScale;
    this.normalMap = source.normalMap;
    this.normalMapType = source.normalMapType;
    this.normalScale.copy(source.normalScale);
    this.displacementMap = source.displacementMap;
    this.displacementScale = source.displacementScale;
    this.displacementBias = source.displacementBias;
    this.roughnessMap = source.roughnessMap;
    this.metalnessMap = source.metalnessMap;
    this.alphaMap = source.alphaMap;
    this.envMap = source.envMap;
    this.envMapRotation.copy(source.envMapRotation);
    this.envMapIntensity = source.envMapIntensity;
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    this.wireframeLinecap = source.wireframeLinecap;
    this.wireframeLinejoin = source.wireframeLinejoin;
    this.flatShading = source.flatShading;
    this.fog = source.fog;
    return this;
  }
};
var MeshPhysicalMaterial = class extends MeshStandardMaterial {
  /**
   * Constructs a new mesh physical material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshPhysicalMaterial = true;
    this.defines = {
      "STANDARD": "",
      "PHYSICAL": ""
    };
    this.type = "MeshPhysicalMaterial";
    this.anisotropyRotation = 0;
    this.anisotropyMap = null;
    this.clearcoatMap = null;
    this.clearcoatRoughness = 0;
    this.clearcoatRoughnessMap = null;
    this.clearcoatNormalScale = new Vector2(1, 1);
    this.clearcoatNormalMap = null;
    this.ior = 1.5;
    Object.defineProperty(this, "reflectivity", {
      get: function() {
        return clamp(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);
      },
      set: function(reflectivity) {
        this.ior = (1 + 0.4 * reflectivity) / (1 - 0.4 * reflectivity);
      }
    });
    this.iridescenceMap = null;
    this.iridescenceIOR = 1.3;
    this.iridescenceThicknessRange = [100, 400];
    this.iridescenceThicknessMap = null;
    this.sheenColor = new Color(0);
    this.sheenColorMap = null;
    this.sheenRoughness = 1;
    this.sheenRoughnessMap = null;
    this.transmissionMap = null;
    this.thickness = 0;
    this.thicknessMap = null;
    this.attenuationDistance = Infinity;
    this.attenuationColor = new Color(1, 1, 1);
    this.specularIntensity = 1;
    this.specularIntensityMap = null;
    this.specularColor = new Color(1, 1, 1);
    this.specularColorMap = null;
    this._anisotropy = 0;
    this._clearcoat = 0;
    this._dispersion = 0;
    this._iridescence = 0;
    this._sheen = 0;
    this._transmission = 0;
    this.setValues(parameters);
  }
  /**
   * The anisotropy strength, from `0.0` to `1.0`.
   *
   * @type {number}
   * @default 0
   */
  get anisotropy() {
    return this._anisotropy;
  }
  set anisotropy(value) {
    if (this._anisotropy > 0 !== value > 0) {
      this.version++;
    }
    this._anisotropy = value;
  }
  /**
   * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
   * clear coat related properties to enable multilayer materials that have a
   * thin translucent layer over the base layer.
   *
   * @type {number}
   * @default 0
   */
  get clearcoat() {
    return this._clearcoat;
  }
  set clearcoat(value) {
    if (this._clearcoat > 0 !== value > 0) {
      this.version++;
    }
    this._clearcoat = value;
  }
  /**
   * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
   * the surface and the viewer, from `0.0` to `1.0`.
   *
   * @type {number}
   * @default 0
   */
  get iridescence() {
    return this._iridescence;
  }
  set iridescence(value) {
    if (this._iridescence > 0 !== value > 0) {
      this.version++;
    }
    this._iridescence = value;
  }
  /**
   * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
   * through a relatively clear volume. Any value zero or larger is valid, the typical range of
   * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
   *
   * @type {number}
   * @default 0
   */
  get dispersion() {
    return this._dispersion;
  }
  set dispersion(value) {
    if (this._dispersion > 0 !== value > 0) {
      this.version++;
    }
    this._dispersion = value;
  }
  /**
   * The intensity of the sheen layer, from `0.0` to `1.0`.
   *
   * @type {number}
   * @default 0
   */
  get sheen() {
    return this._sheen;
  }
  set sheen(value) {
    if (this._sheen > 0 !== value > 0) {
      this.version++;
    }
    this._sheen = value;
  }
  /**
   * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
   *
   * Thin, transparent or semitransparent, plastic or glass materials remain
   * largely reflective even if they are fully transmissive. The transmission
   * property can be used to model these materials.
   *
   * When transmission is non-zero, `opacity` should be  set to `1`.
   *
   * @type {number}
   * @default 0
   */
  get transmission() {
    return this._transmission;
  }
  set transmission(value) {
    if (this._transmission > 0 !== value > 0) {
      this.version++;
    }
    this._transmission = value;
  }
  copy(source) {
    super.copy(source);
    this.defines = {
      "STANDARD": "",
      "PHYSICAL": ""
    };
    this.anisotropy = source.anisotropy;
    this.anisotropyRotation = source.anisotropyRotation;
    this.anisotropyMap = source.anisotropyMap;
    this.clearcoat = source.clearcoat;
    this.clearcoatMap = source.clearcoatMap;
    this.clearcoatRoughness = source.clearcoatRoughness;
    this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
    this.clearcoatNormalMap = source.clearcoatNormalMap;
    this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
    this.dispersion = source.dispersion;
    this.ior = source.ior;
    this.iridescence = source.iridescence;
    this.iridescenceMap = source.iridescenceMap;
    this.iridescenceIOR = source.iridescenceIOR;
    this.iridescenceThicknessRange = [...source.iridescenceThicknessRange];
    this.iridescenceThicknessMap = source.iridescenceThicknessMap;
    this.sheen = source.sheen;
    this.sheenColor.copy(source.sheenColor);
    this.sheenColorMap = source.sheenColorMap;
    this.sheenRoughness = source.sheenRoughness;
    this.sheenRoughnessMap = source.sheenRoughnessMap;
    this.transmission = source.transmission;
    this.transmissionMap = source.transmissionMap;
    this.thickness = source.thickness;
    this.thicknessMap = source.thicknessMap;
    this.attenuationDistance = source.attenuationDistance;
    this.attenuationColor.copy(source.attenuationColor);
    this.specularIntensity = source.specularIntensity;
    this.specularIntensityMap = source.specularIntensityMap;
    this.specularColor.copy(source.specularColor);
    this.specularColorMap = source.specularColorMap;
    return this;
  }
};
var MeshPhongMaterial = class extends Material {
  /**
   * Constructs a new mesh phong material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshPhongMaterial = true;
    this.type = "MeshPhongMaterial";
    this.color = new Color(16777215);
    this.specular = new Color(1118481);
    this.shininess = 30;
    this.map = null;
    this.lightMap = null;
    this.lightMapIntensity = 1;
    this.aoMap = null;
    this.aoMapIntensity = 1;
    this.emissive = new Color(0);
    this.emissiveIntensity = 1;
    this.emissiveMap = null;
    this.bumpMap = null;
    this.bumpScale = 1;
    this.normalMap = null;
    this.normalMapType = TangentSpaceNormalMap;
    this.normalScale = new Vector2(1, 1);
    this.displacementMap = null;
    this.displacementScale = 1;
    this.displacementBias = 0;
    this.specularMap = null;
    this.alphaMap = null;
    this.envMap = null;
    this.envMapRotation = new Euler();
    this.combine = MultiplyOperation;
    this.reflectivity = 1;
    this.refractionRatio = 0.98;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.wireframeLinecap = "round";
    this.wireframeLinejoin = "round";
    this.flatShading = false;
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.color.copy(source.color);
    this.specular.copy(source.specular);
    this.shininess = source.shininess;
    this.map = source.map;
    this.lightMap = source.lightMap;
    this.lightMapIntensity = source.lightMapIntensity;
    this.aoMap = source.aoMap;
    this.aoMapIntensity = source.aoMapIntensity;
    this.emissive.copy(source.emissive);
    this.emissiveMap = source.emissiveMap;
    this.emissiveIntensity = source.emissiveIntensity;
    this.bumpMap = source.bumpMap;
    this.bumpScale = source.bumpScale;
    this.normalMap = source.normalMap;
    this.normalMapType = source.normalMapType;
    this.normalScale.copy(source.normalScale);
    this.displacementMap = source.displacementMap;
    this.displacementScale = source.displacementScale;
    this.displacementBias = source.displacementBias;
    this.specularMap = source.specularMap;
    this.alphaMap = source.alphaMap;
    this.envMap = source.envMap;
    this.envMapRotation.copy(source.envMapRotation);
    this.combine = source.combine;
    this.reflectivity = source.reflectivity;
    this.refractionRatio = source.refractionRatio;
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    this.wireframeLinecap = source.wireframeLinecap;
    this.wireframeLinejoin = source.wireframeLinejoin;
    this.flatShading = source.flatShading;
    this.fog = source.fog;
    return this;
  }
};
var MeshToonMaterial = class extends Material {
  /**
   * Constructs a new mesh toon material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshToonMaterial = true;
    this.defines = { "TOON": "" };
    this.type = "MeshToonMaterial";
    this.color = new Color(16777215);
    this.map = null;
    this.gradientMap = null;
    this.lightMap = null;
    this.lightMapIntensity = 1;
    this.aoMap = null;
    this.aoMapIntensity = 1;
    this.emissive = new Color(0);
    this.emissiveIntensity = 1;
    this.emissiveMap = null;
    this.bumpMap = null;
    this.bumpScale = 1;
    this.normalMap = null;
    this.normalMapType = TangentSpaceNormalMap;
    this.normalScale = new Vector2(1, 1);
    this.displacementMap = null;
    this.displacementScale = 1;
    this.displacementBias = 0;
    this.alphaMap = null;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.wireframeLinecap = "round";
    this.wireframeLinejoin = "round";
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.color.copy(source.color);
    this.map = source.map;
    this.gradientMap = source.gradientMap;
    this.lightMap = source.lightMap;
    this.lightMapIntensity = source.lightMapIntensity;
    this.aoMap = source.aoMap;
    this.aoMapIntensity = source.aoMapIntensity;
    this.emissive.copy(source.emissive);
    this.emissiveMap = source.emissiveMap;
    this.emissiveIntensity = source.emissiveIntensity;
    this.bumpMap = source.bumpMap;
    this.bumpScale = source.bumpScale;
    this.normalMap = source.normalMap;
    this.normalMapType = source.normalMapType;
    this.normalScale.copy(source.normalScale);
    this.displacementMap = source.displacementMap;
    this.displacementScale = source.displacementScale;
    this.displacementBias = source.displacementBias;
    this.alphaMap = source.alphaMap;
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    this.wireframeLinecap = source.wireframeLinecap;
    this.wireframeLinejoin = source.wireframeLinejoin;
    this.fog = source.fog;
    return this;
  }
};
var MeshNormalMaterial = class extends Material {
  /**
   * Constructs a new mesh normal material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshNormalMaterial = true;
    this.type = "MeshNormalMaterial";
    this.bumpMap = null;
    this.bumpScale = 1;
    this.normalMap = null;
    this.normalMapType = TangentSpaceNormalMap;
    this.normalScale = new Vector2(1, 1);
    this.displacementMap = null;
    this.displacementScale = 1;
    this.displacementBias = 0;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.flatShading = false;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.bumpMap = source.bumpMap;
    this.bumpScale = source.bumpScale;
    this.normalMap = source.normalMap;
    this.normalMapType = source.normalMapType;
    this.normalScale.copy(source.normalScale);
    this.displacementMap = source.displacementMap;
    this.displacementScale = source.displacementScale;
    this.displacementBias = source.displacementBias;
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    this.flatShading = source.flatShading;
    return this;
  }
};
var MeshLambertMaterial = class extends Material {
  /**
   * Constructs a new mesh lambert material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshLambertMaterial = true;
    this.type = "MeshLambertMaterial";
    this.color = new Color(16777215);
    this.map = null;
    this.lightMap = null;
    this.lightMapIntensity = 1;
    this.aoMap = null;
    this.aoMapIntensity = 1;
    this.emissive = new Color(0);
    this.emissiveIntensity = 1;
    this.emissiveMap = null;
    this.bumpMap = null;
    this.bumpScale = 1;
    this.normalMap = null;
    this.normalMapType = TangentSpaceNormalMap;
    this.normalScale = new Vector2(1, 1);
    this.displacementMap = null;
    this.displacementScale = 1;
    this.displacementBias = 0;
    this.specularMap = null;
    this.alphaMap = null;
    this.envMap = null;
    this.envMapRotation = new Euler();
    this.combine = MultiplyOperation;
    this.reflectivity = 1;
    this.refractionRatio = 0.98;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.wireframeLinecap = "round";
    this.wireframeLinejoin = "round";
    this.flatShading = false;
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.color.copy(source.color);
    this.map = source.map;
    this.lightMap = source.lightMap;
    this.lightMapIntensity = source.lightMapIntensity;
    this.aoMap = source.aoMap;
    this.aoMapIntensity = source.aoMapIntensity;
    this.emissive.copy(source.emissive);
    this.emissiveMap = source.emissiveMap;
    this.emissiveIntensity = source.emissiveIntensity;
    this.bumpMap = source.bumpMap;
    this.bumpScale = source.bumpScale;
    this.normalMap = source.normalMap;
    this.normalMapType = source.normalMapType;
    this.normalScale.copy(source.normalScale);
    this.displacementMap = source.displacementMap;
    this.displacementScale = source.displacementScale;
    this.displacementBias = source.displacementBias;
    this.specularMap = source.specularMap;
    this.alphaMap = source.alphaMap;
    this.envMap = source.envMap;
    this.envMapRotation.copy(source.envMapRotation);
    this.combine = source.combine;
    this.reflectivity = source.reflectivity;
    this.refractionRatio = source.refractionRatio;
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    this.wireframeLinecap = source.wireframeLinecap;
    this.wireframeLinejoin = source.wireframeLinejoin;
    this.flatShading = source.flatShading;
    this.fog = source.fog;
    return this;
  }
};
var MeshDepthMaterial = class extends Material {
  /**
   * Constructs a new mesh depth material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshDepthMaterial = true;
    this.type = "MeshDepthMaterial";
    this.depthPacking = BasicDepthPacking;
    this.map = null;
    this.alphaMap = null;
    this.displacementMap = null;
    this.displacementScale = 1;
    this.displacementBias = 0;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.depthPacking = source.depthPacking;
    this.map = source.map;
    this.alphaMap = source.alphaMap;
    this.displacementMap = source.displacementMap;
    this.displacementScale = source.displacementScale;
    this.displacementBias = source.displacementBias;
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    return this;
  }
};
var MeshDistanceMaterial = class extends Material {
  /**
   * Constructs a new mesh distance material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshDistanceMaterial = true;
    this.type = "MeshDistanceMaterial";
    this.map = null;
    this.alphaMap = null;
    this.displacementMap = null;
    this.displacementScale = 1;
    this.displacementBias = 0;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.map = source.map;
    this.alphaMap = source.alphaMap;
    this.displacementMap = source.displacementMap;
    this.displacementScale = source.displacementScale;
    this.displacementBias = source.displacementBias;
    return this;
  }
};
var MeshMatcapMaterial = class extends Material {
  /**
   * Constructs a new mesh matcap material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isMeshMatcapMaterial = true;
    this.defines = { "MATCAP": "" };
    this.type = "MeshMatcapMaterial";
    this.color = new Color(16777215);
    this.matcap = null;
    this.map = null;
    this.bumpMap = null;
    this.bumpScale = 1;
    this.normalMap = null;
    this.normalMapType = TangentSpaceNormalMap;
    this.normalScale = new Vector2(1, 1);
    this.displacementMap = null;
    this.displacementScale = 1;
    this.displacementBias = 0;
    this.alphaMap = null;
    this.wireframe = false;
    this.wireframeLinewidth = 1;
    this.flatShading = false;
    this.fog = true;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.defines = { "MATCAP": "" };
    this.color.copy(source.color);
    this.matcap = source.matcap;
    this.map = source.map;
    this.bumpMap = source.bumpMap;
    this.bumpScale = source.bumpScale;
    this.normalMap = source.normalMap;
    this.normalMapType = source.normalMapType;
    this.normalScale.copy(source.normalScale);
    this.displacementMap = source.displacementMap;
    this.displacementScale = source.displacementScale;
    this.displacementBias = source.displacementBias;
    this.alphaMap = source.alphaMap;
    this.wireframe = source.wireframe;
    this.wireframeLinewidth = source.wireframeLinewidth;
    this.flatShading = source.flatShading;
    this.fog = source.fog;
    return this;
  }
};
var LineDashedMaterial = class extends LineBasicMaterial {
  /**
   * Constructs a new line dashed material.
   *
   * @param {Object} [parameters] - An object with one or more properties
   * defining the material's appearance. Any property of the material
   * (including any property from inherited materials) can be passed
   * in here. Color values can be passed any type of value accepted
   * by {@link Color#set}.
   */
  constructor(parameters) {
    super();
    this.isLineDashedMaterial = true;
    this.type = "LineDashedMaterial";
    this.scale = 1;
    this.dashSize = 3;
    this.gapSize = 1;
    this.setValues(parameters);
  }
  copy(source) {
    super.copy(source);
    this.scale = source.scale;
    this.dashSize = source.dashSize;
    this.gapSize = source.gapSize;
    return this;
  }
};
function convertArray(array, type) {
  if (!array || array.constructor === type) return array;
  if (typeof type.BYTES_PER_ELEMENT === "number") {
    return new type(array);
  }
  return Array.prototype.slice.call(array);
}
function getKeyframeOrder(times) {
  function compareTime(i, j) {
    return times[i] - times[j];
  }
  const n = times.length;
  const result = new Array(n);
  for (let i = 0; i !== n; ++i) result[i] = i;
  result.sort(compareTime);
  return result;
}
function sortedArray(values, stride, order) {
  const nValues = values.length;
  const result = new values.constructor(nValues);
  for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
    const srcOffset = order[i] * stride;
    for (let j = 0; j !== stride; ++j) {
      result[dstOffset++] = values[srcOffset + j];
    }
  }
  return result;
}
function flattenJSON(jsonKeys, times, values, valuePropertyName) {
  let i = 1, key = jsonKeys[0];
  while (key !== void 0 && key[valuePropertyName] === void 0) {
    key = jsonKeys[i++];
  }
  if (key === void 0) return;
  let value = key[valuePropertyName];
  if (value === void 0) return;
  if (Array.isArray(value)) {
    do {
      value = key[valuePropertyName];
      if (value !== void 0) {
        times.push(key.time);
        values.push(...value);
      }
      key = jsonKeys[i++];
    } while (key !== void 0);
  } else if (value.toArray !== void 0) {
    do {
      value = key[valuePropertyName];
      if (value !== void 0) {
        times.push(key.time);
        value.toArray(values, values.length);
      }
      key = jsonKeys[i++];
    } while (key !== void 0);
  } else {
    do {
      value = key[valuePropertyName];
      if (value !== void 0) {
        times.push(key.time);
        values.push(value);
      }
      key = jsonKeys[i++];
    } while (key !== void 0);
  }
}
function subclip(sourceClip, name, startFrame, endFrame, fps = 30) {
  const clip = sourceClip.clone();
  clip.name = name;
  const tracks = [];
  for (let i = 0; i < clip.tracks.length; ++i) {
    const track = clip.tracks[i];
    const valueSize = track.getValueSize();
    const times = [];
    const values = [];
    for (let j = 0; j < track.times.length; ++j) {
      const frame = track.times[j] * fps;
      if (frame < startFrame || frame >= endFrame) continue;
      times.push(track.times[j]);
      for (let k = 0; k < valueSize; ++k) {
        values.push(track.values[j * valueSize + k]);
      }
    }
    if (times.length === 0) continue;
    track.times = convertArray(times, track.times.constructor);
    track.values = convertArray(values, track.values.constructor);
    tracks.push(track);
  }
  clip.tracks = tracks;
  let minStartTime = Infinity;
  for (let i = 0; i < clip.tracks.length; ++i) {
    if (minStartTime > clip.tracks[i].times[0]) {
      minStartTime = clip.tracks[i].times[0];
    }
  }
  for (let i = 0; i < clip.tracks.length; ++i) {
    clip.tracks[i].shift(-1 * minStartTime);
  }
  clip.resetDuration();
  return clip;
}
function makeClipAdditive(targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {
  if (fps <= 0) fps = 30;
  const numTracks = referenceClip.tracks.length;
  const referenceTime = referenceFrame / fps;
  for (let i = 0; i < numTracks; ++i) {
    const referenceTrack = referenceClip.tracks[i];
    const referenceTrackType = referenceTrack.ValueTypeName;
    if (referenceTrackType === "bool" || referenceTrackType === "string") continue;
    const targetTrack = targetClip.tracks.find(function(track) {
      return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
    });
    if (targetTrack === void 0) continue;
    let referenceOffset = 0;
    const referenceValueSize = referenceTrack.getValueSize();
    if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
      referenceOffset = referenceValueSize / 3;
    }
    let targetOffset = 0;
    const targetValueSize = targetTrack.getValueSize();
    if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
      targetOffset = targetValueSize / 3;
    }
    const lastIndex = referenceTrack.times.length - 1;
    let referenceValue;
    if (referenceTime <= referenceTrack.times[0]) {
      const startIndex = referenceOffset;
      const endIndex = referenceValueSize - referenceOffset;
      referenceValue = referenceTrack.values.slice(startIndex, endIndex);
    } else if (referenceTime >= referenceTrack.times[lastIndex]) {
      const startIndex = lastIndex * referenceValueSize + referenceOffset;
      const endIndex = startIndex + referenceValueSize - referenceOffset;
      referenceValue = referenceTrack.values.slice(startIndex, endIndex);
    } else {
      const interpolant = referenceTrack.createInterpolant();
      const startIndex = referenceOffset;
      const endIndex = referenceValueSize - referenceOffset;
      interpolant.evaluate(referenceTime);
      referenceValue = interpolant.resultBuffer.slice(startIndex, endIndex);
    }
    if (referenceTrackType === "quaternion") {
      const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
      referenceQuat.toArray(referenceValue);
    }
    const numTimes = targetTrack.times.length;
    for (let j = 0; j < numTimes; ++j) {
      const valueStart = j * targetValueSize + targetOffset;
      if (referenceTrackType === "quaternion") {
        Quaternion.multiplyQuaternionsFlat(
          targetTrack.values,
          valueStart,
          referenceValue,
          0,
          targetTrack.values,
          valueStart
        );
      } else {
        const valueEnd = targetValueSize - targetOffset * 2;
        for (let k = 0; k < valueEnd; ++k) {
          targetTrack.values[valueStart + k] -= referenceValue[k];
        }
      }
    }
  }
  targetClip.blendMode = AdditiveAnimationBlendMode;
  return targetClip;
}
var AnimationUtils = class {
  /**
   * Converts an array to a specific type
   *
   * @static
   * @param {TypedArray|Array} array - The array to convert.
   * @param {TypedArray.constructor} type - The constructor of a type array.
   * @return {TypedArray} The converted array
   */
  static convertArray(array, type) {
    return convertArray(array, type);
  }
  /**
   * Returns `true` if the given object is a typed array.
   *
   * @static
   * @param {any} object - The object to check.
   * @return {boolean} Whether the given object is a typed array.
   */
  static isTypedArray(object) {
    return isTypedArray(object);
  }
  /**
   * Returns an array by which times and values can be sorted.
   *
   * @static
   * @param {Array<number>} times - The keyframe time values.
   * @return {Array<number>} The array.
   */
  static getKeyframeOrder(times) {
    return getKeyframeOrder(times);
  }
  /**
   * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
   *
   * @static
   * @param {Array<number>} values - The values to sort.
   * @param {number} stride - The stride.
   * @param {Array<number>} order - The sort order.
   * @return {Array<number>} The sorted values.
   */
  static sortedArray(values, stride, order) {
    return sortedArray(values, stride, order);
  }
  /**
   * Used for parsing AOS keyframe formats.
   *
   * @static
   * @param {Array<number>} jsonKeys - A list of JSON keyframes.
   * @param {Array<number>} times - This array will be filled with keyframe times by this method.
   * @param {Array<number>} values - This array will be filled with keyframe values by this method.
   * @param {string} valuePropertyName - The name of the property to use.
   */
  static flattenJSON(jsonKeys, times, values, valuePropertyName) {
    flattenJSON(jsonKeys, times, values, valuePropertyName);
  }
  /**
   * Creates a new clip, containing only the segment of the original clip between the given frames.
   *
   * @static
   * @param {AnimationClip} sourceClip - The values to sort.
   * @param {string} name - The name of the clip.
   * @param {number} startFrame - The start frame.
   * @param {number} endFrame - The end frame.
   * @param {number} [fps=30] - The FPS.
   * @return {AnimationClip} The new sub clip.
   */
  static subclip(sourceClip, name, startFrame, endFrame, fps = 30) {
    return subclip(sourceClip, name, startFrame, endFrame, fps);
  }
  /**
   * Converts the keyframes of the given animation clip to an additive format.
   *
   * @static
   * @param {AnimationClip} targetClip - The clip to make additive.
   * @param {number} [referenceFrame=0] - The reference frame.
   * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
   * @param {number} [fps=30] - The FPS.
   * @return {AnimationClip} The updated clip which is now additive.
   */
  static makeClipAdditive(targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {
    return makeClipAdditive(targetClip, referenceFrame, referenceClip, fps);
  }
};
var Interpolant = class {
  /**
   * Constructs a new interpolant.
   *
   * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
   * @param {TypedArray} sampleValues - The sample values.
   * @param {number} sampleSize - The sample size
   * @param {TypedArray} [resultBuffer] - The result buffer.
   */
  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
    this.parameterPositions = parameterPositions;
    this._cachedIndex = 0;
    this.resultBuffer = resultBuffer !== void 0 ? resultBuffer : new sampleValues.constructor(sampleSize);
    this.sampleValues = sampleValues;
    this.valueSize = sampleSize;
    this.settings = null;
    this.DefaultSettings_ = {};
  }
  /**
   * Evaluate the interpolant at position `t`.
   *
   * @param {number} t - The interpolation factor.
   * @return {TypedArray} The result buffer.
   */
  evaluate(t) {
    const pp = this.parameterPositions;
    let i1 = this._cachedIndex, t1 = pp[i1], t0 = pp[i1 - 1];
    validate_interval: {
      seek: {
        let right;
        linear_scan: {
          forward_scan: if (!(t < t1)) {
            for (let giveUpAt = i1 + 2; ; ) {
              if (t1 === void 0) {
                if (t < t0) break forward_scan;
                i1 = pp.length;
                this._cachedIndex = i1;
                return this.copySampleValue_(i1 - 1);
              }
              if (i1 === giveUpAt) break;
              t0 = t1;
              t1 = pp[++i1];
              if (t < t1) {
                break seek;
              }
            }
            right = pp.length;
            break linear_scan;
          }
          if (!(t >= t0)) {
            const t1global = pp[1];
            if (t < t1global) {
              i1 = 2;
              t0 = t1global;
            }
            for (let giveUpAt = i1 - 2; ; ) {
              if (t0 === void 0) {
                this._cachedIndex = 0;
                return this.copySampleValue_(0);
              }
              if (i1 === giveUpAt) break;
              t1 = t0;
              t0 = pp[--i1 - 1];
              if (t >= t0) {
                break seek;
              }
            }
            right = i1;
            i1 = 0;
            break linear_scan;
          }
          break validate_interval;
        }
        while (i1 < right) {
          const mid = i1 + right >>> 1;
          if (t < pp[mid]) {
            right = mid;
          } else {
            i1 = mid + 1;
          }
        }
        t1 = pp[i1];
        t0 = pp[i1 - 1];
        if (t0 === void 0) {
          this._cachedIndex = 0;
          return this.copySampleValue_(0);
        }
        if (t1 === void 0) {
          i1 = pp.length;
          this._cachedIndex = i1;
          return this.copySampleValue_(i1 - 1);
        }
      }
      this._cachedIndex = i1;
      this.intervalChanged_(i1, t0, t1);
    }
    return this.interpolate_(i1, t0, t, t1);
  }
  /**
   * Returns the interpolation settings.
   *
   * @return {Object} The interpolation settings.
   */
  getSettings_() {
    return this.settings || this.DefaultSettings_;
  }
  /**
   * Copies a sample value to the result buffer.
   *
   * @param {number} index - An index into the sample value buffer.
   * @return {TypedArray} The result buffer.
   */
  copySampleValue_(index) {
    const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset = index * stride;
    for (let i = 0; i !== stride; ++i) {
      result[i] = values[offset + i];
    }
    return result;
  }
  /**
   * Copies a sample value to the result buffer.
   *
   * @abstract
   * @param {number} i1 - An index into the sample value buffer.
   * @param {number} t0 - The previous interpolation factor.
   * @param {number} t - The current interpolation factor.
   * @param {number} t1 - The next interpolation factor.
   * @return {TypedArray} The result buffer.
   */
  interpolate_() {
    throw new Error("call to abstract method");
  }
  /**
   * Optional method that is executed when the interval has changed.
   *
   * @param {number} i1 - An index into the sample value buffer.
   * @param {number} t0 - The previous interpolation factor.
   * @param {number} t - The current interpolation factor.
   */
  intervalChanged_() {
  }
};
var CubicInterpolant = class extends Interpolant {
  /**
   * Constructs a new cubic interpolant.
   *
   * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
   * @param {TypedArray} sampleValues - The sample values.
   * @param {number} sampleSize - The sample size
   * @param {TypedArray} [resultBuffer] - The result buffer.
   */
  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
    super(parameterPositions, sampleValues, sampleSize, resultBuffer);
    this._weightPrev = -0;
    this._offsetPrev = -0;
    this._weightNext = -0;
    this._offsetNext = -0;
    this.DefaultSettings_ = {
      endingStart: ZeroCurvatureEnding,
      endingEnd: ZeroCurvatureEnding
    };
  }
  intervalChanged_(i1, t0, t1) {
    const pp = this.parameterPositions;
    let iPrev = i1 - 2, iNext = i1 + 1, tPrev = pp[iPrev], tNext = pp[iNext];
    if (tPrev === void 0) {
      switch (this.getSettings_().endingStart) {
        case ZeroSlopeEnding:
          iPrev = i1;
          tPrev = 2 * t0 - t1;
          break;
        case WrapAroundEnding:
          iPrev = pp.length - 2;
          tPrev = t0 + pp[iPrev] - pp[iPrev + 1];
          break;
        default:
          iPrev = i1;
          tPrev = t1;
      }
    }
    if (tNext === void 0) {
      switch (this.getSettings_().endingEnd) {
        case ZeroSlopeEnding:
          iNext = i1;
          tNext = 2 * t1 - t0;
          break;
        case WrapAroundEnding:
          iNext = 1;
          tNext = t1 + pp[1] - pp[0];
          break;
        default:
          iNext = i1 - 1;
          tNext = t0;
      }
    }
    const halfDt = (t1 - t0) * 0.5, stride = this.valueSize;
    this._weightPrev = halfDt / (t0 - tPrev);
    this._weightNext = halfDt / (tNext - t1);
    this._offsetPrev = iPrev * stride;
    this._offsetNext = iNext * stride;
  }
  interpolate_(i1, t0, t, t1) {
    const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, o1 = i1 * stride, o0 = o1 - stride, oP = this._offsetPrev, oN = this._offsetNext, wP = this._weightPrev, wN = this._weightNext, p = (t - t0) / (t1 - t0), pp = p * p, ppp = pp * p;
    const sP = -wP * ppp + 2 * wP * pp - wP * p;
    const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
    const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
    const sN = wN * ppp - wN * pp;
    for (let i = 0; i !== stride; ++i) {
      result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];
    }
    return result;
  }
};
var LinearInterpolant = class extends Interpolant {
  /**
   * Constructs a new linear interpolant.
   *
   * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
   * @param {TypedArray} sampleValues - The sample values.
   * @param {number} sampleSize - The sample size
   * @param {TypedArray} [resultBuffer] - The result buffer.
   */
  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
    super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  }
  interpolate_(i1, t0, t, t1) {
    const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset1 = i1 * stride, offset0 = offset1 - stride, weight1 = (t - t0) / (t1 - t0), weight0 = 1 - weight1;
    for (let i = 0; i !== stride; ++i) {
      result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
    }
    return result;
  }
};
var DiscreteInterpolant = class extends Interpolant {
  /**
   * Constructs a new discrete interpolant.
   *
   * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
   * @param {TypedArray} sampleValues - The sample values.
   * @param {number} sampleSize - The sample size
   * @param {TypedArray} [resultBuffer] - The result buffer.
   */
  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
    super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  }
  interpolate_(i1) {
    return this.copySampleValue_(i1 - 1);
  }
};
var KeyframeTrack = class {
  /**
   * Constructs a new keyframe track.
   *
   * @param {string} name - The keyframe track's name.
   * @param {Array<number>} times - A list of keyframe times.
   * @param {Array<number|string|boolean>} values - A list of keyframe values.
   * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
   */
  constructor(name, times, values, interpolation) {
    if (name === void 0) throw new Error("THREE.KeyframeTrack: track name is undefined");
    if (times === void 0 || times.length === 0) throw new Error("THREE.KeyframeTrack: no keyframes in track named " + name);
    this.name = name;
    this.times = convertArray(times, this.TimeBufferType);
    this.values = convertArray(values, this.ValueBufferType);
    this.setInterpolation(interpolation || this.DefaultInterpolation);
  }
  /**
   * Converts the keyframe track to JSON.
   *
   * @static
   * @param {KeyframeTrack} track - The keyframe track to serialize.
   * @return {Object} The serialized keyframe track as JSON.
   */
  static toJSON(track) {
    const trackType = track.constructor;
    let json;
    if (trackType.toJSON !== this.toJSON) {
      json = trackType.toJSON(track);
    } else {
      json = {
        "name": track.name,
        "times": convertArray(track.times, Array),
        "values": convertArray(track.values, Array)
      };
      const interpolation = track.getInterpolation();
      if (interpolation !== track.DefaultInterpolation) {
        json.interpolation = interpolation;
      }
    }
    json.type = track.ValueTypeName;
    return json;
  }
  /**
   * Factory method for creating a new discrete interpolant.
   *
   * @static
   * @param {TypedArray} [result] - The result buffer.
   * @return {DiscreteInterpolant} The new interpolant.
   */
  InterpolantFactoryMethodDiscrete(result) {
    return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
  }
  /**
   * Factory method for creating a new linear interpolant.
   *
   * @static
   * @param {TypedArray} [result] - The result buffer.
   * @return {LinearInterpolant} The new interpolant.
   */
  InterpolantFactoryMethodLinear(result) {
    return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
  }
  /**
   * Factory method for creating a new smooth interpolant.
   *
   * @static
   * @param {TypedArray} [result] - The result buffer.
   * @return {CubicInterpolant} The new interpolant.
   */
  InterpolantFactoryMethodSmooth(result) {
    return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
  }
  /**
   * Defines the interpolation factor method for this keyframe track.
   *
   * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
   * @return {KeyframeTrack} A reference to this keyframe track.
   */
  setInterpolation(interpolation) {
    let factoryMethod;
    switch (interpolation) {
      case InterpolateDiscrete:
        factoryMethod = this.InterpolantFactoryMethodDiscrete;
        break;
      case InterpolateLinear:
        factoryMethod = this.InterpolantFactoryMethodLinear;
        break;
      case InterpolateSmooth:
        factoryMethod = this.InterpolantFactoryMethodSmooth;
        break;
    }
    if (factoryMethod === void 0) {
      const message = "unsupported interpolation for " + this.ValueTypeName + " keyframe track named " + this.name;
      if (this.createInterpolant === void 0) {
        if (interpolation !== this.DefaultInterpolation) {
          this.setInterpolation(this.DefaultInterpolation);
        } else {
          throw new Error(message);
        }
      }
      warn("KeyframeTrack:", message);
      return this;
    }
    this.createInterpolant = factoryMethod;
    return this;
  }
  /**
   * Returns the current interpolation type.
   *
   * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
   */
  getInterpolation() {
    switch (this.createInterpolant) {
      case this.InterpolantFactoryMethodDiscrete:
        return InterpolateDiscrete;
      case this.InterpolantFactoryMethodLinear:
        return InterpolateLinear;
      case this.InterpolantFactoryMethodSmooth:
        return InterpolateSmooth;
    }
  }
  /**
   * Returns the value size.
   *
   * @return {number} The value size.
   */
  getValueSize() {
    return this.values.length / this.times.length;
  }
  /**
   * Moves all keyframes either forward or backward in time.
   *
   * @param {number} timeOffset - The offset to move the time values.
   * @return {KeyframeTrack} A reference to this keyframe track.
   */
  shift(timeOffset) {
    if (timeOffset !== 0) {
      const times = this.times;
      for (let i = 0, n = times.length; i !== n; ++i) {
        times[i] += timeOffset;
      }
    }
    return this;
  }
  /**
   * Scale all keyframe times by a factor (useful for frame - seconds conversions).
   *
   * @param {number} timeScale - The time scale.
   * @return {KeyframeTrack} A reference to this keyframe track.
   */
  scale(timeScale) {
    if (timeScale !== 1) {
      const times = this.times;
      for (let i = 0, n = times.length; i !== n; ++i) {
        times[i] *= timeScale;
      }
    }
    return this;
  }
  /**
   * Removes keyframes before and after animation without changing any values within the defined time range.
   *
   * Note: The method does not shift around keys to the start of the track time, because for interpolated
   * keys this will change their values
   *
   * @param {number} startTime - The start time.
   * @param {number} endTime - The end time.
   * @return {KeyframeTrack} A reference to this keyframe track.
   */
  trim(startTime, endTime) {
    const times = this.times, nKeys = times.length;
    let from = 0, to = nKeys - 1;
    while (from !== nKeys && times[from] < startTime) {
      ++from;
    }
    while (to !== -1 && times[to] > endTime) {
      --to;
    }
    ++to;
    if (from !== 0 || to !== nKeys) {
      if (from >= to) {
        to = Math.max(to, 1);
        from = to - 1;
      }
      const stride = this.getValueSize();
      this.times = times.slice(from, to);
      this.values = this.values.slice(from * stride, to * stride);
    }
    return this;
  }
  /**
   * Performs minimal validation on the keyframe track. Returns `true` if the values
   * are valid.
   *
   * @return {boolean} Whether the keyframes are valid or not.
   */
  validate() {
    let valid = true;
    const valueSize = this.getValueSize();
    if (valueSize - Math.floor(valueSize) !== 0) {
      error("KeyframeTrack: Invalid value size in track.", this);
      valid = false;
    }
    const times = this.times, values = this.values, nKeys = times.length;
    if (nKeys === 0) {
      error("KeyframeTrack: Track is empty.", this);
      valid = false;
    }
    let prevTime = null;
    for (let i = 0; i !== nKeys; i++) {
      const currTime = times[i];
      if (typeof currTime === "number" && isNaN(currTime)) {
        error("KeyframeTrack: Time is not a valid number.", this, i, currTime);
        valid = false;
        break;
      }
      if (prevTime !== null && prevTime > currTime) {
        error("KeyframeTrack: Out of order keys.", this, i, currTime, prevTime);
        valid = false;
        break;
      }
      prevTime = currTime;
    }
    if (values !== void 0) {
      if (isTypedArray(values)) {
        for (let i = 0, n = values.length; i !== n; ++i) {
          const value = values[i];
          if (isNaN(value)) {
            error("KeyframeTrack: Value is not a valid number.", this, i, value);
            valid = false;
            break;
          }
        }
      }
    }
    return valid;
  }
  /**
   * Optimizes this keyframe track by removing equivalent sequential keys (which are
   * common in morph target sequences).
   *
   * @return {AnimationClip} A reference to this animation clip.
   */
  optimize() {
    const times = this.times.slice(), values = this.values.slice(), stride = this.getValueSize(), smoothInterpolation = this.getInterpolation() === InterpolateSmooth, lastIndex = times.length - 1;
    let writeIndex = 1;
    for (let i = 1; i < lastIndex; ++i) {
      let keep = false;
      const time = times[i];
      const timeNext = times[i + 1];
      if (time !== timeNext && (i !== 1 || time !== times[0])) {
        if (!smoothInterpolation) {
          const offset = i * stride, offsetP = offset - stride, offsetN = offset + stride;
          for (let j = 0; j !== stride; ++j) {
            const value = values[offset + j];
            if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
              keep = true;
              break;
            }
          }
        } else {
          keep = true;
        }
      }
      if (keep) {
        if (i !== writeIndex) {
          times[writeIndex] = times[i];
          const readOffset = i * stride, writeOffset = writeIndex * stride;
          for (let j = 0; j !== stride; ++j) {
            values[writeOffset + j] = values[readOffset + j];
          }
        }
        ++writeIndex;
      }
    }
    if (lastIndex > 0) {
      times[writeIndex] = times[lastIndex];
      for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {
        values[writeOffset + j] = values[readOffset + j];
      }
      ++writeIndex;
    }
    if (writeIndex !== times.length) {
      this.times = times.slice(0, writeIndex);
      this.values = values.slice(0, writeIndex * stride);
    } else {
      this.times = times;
      this.values = values;
    }
    return this;
  }
  /**
   * Returns a new keyframe track with copied values from this instance.
   *
   * @return {KeyframeTrack} A clone of this instance.
   */
  clone() {
    const times = this.times.slice();
    const values = this.values.slice();
    const TypedKeyframeTrack = this.constructor;
    const track = new TypedKeyframeTrack(this.name, times, values);
    track.createInterpolant = this.createInterpolant;
    return track;
  }
};
KeyframeTrack.prototype.ValueTypeName = "";
KeyframeTrack.prototype.TimeBufferType = Float32Array;
KeyframeTrack.prototype.ValueBufferType = Float32Array;
KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
var BooleanKeyframeTrack = class extends KeyframeTrack {
  /**
   * Constructs a new boolean keyframe track.
   *
   * This keyframe track type has no `interpolation` parameter because the
   * interpolation is always discrete.
   *
   * @param {string} name - The keyframe track's name.
   * @param {Array<number>} times - A list of keyframe times.
   * @param {Array<boolean>} values - A list of keyframe values.
   */
  constructor(name, times, values) {
    super(name, times, values);
  }
};
BooleanKeyframeTrack.prototype.ValueTypeName = "bool";
BooleanKeyframeTrack.prototype.ValueBufferType = Array;
BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = void 0;
BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;
var ColorKeyframeTrack = class extends KeyframeTrack {
  /**
   * Constructs a new color keyframe track.
   *
   * @param {string} name - The keyframe track's name.
   * @param {Array<number>} times - A list of keyframe times.
   * @param {Array<number>} values - A list of keyframe values.
   * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
   */
  constructor(name, times, values, interpolation) {
    super(name, times, values, interpolation);
  }
};
ColorKeyframeTrack.prototype.ValueTypeName = "color";
var NumberKeyframeTrack = class extends KeyframeTrack {
  /**
   * Constructs a new number keyframe track.
   *
   * @param {string} name - The keyframe track's name.
   * @param {Array<number>} times - A list of keyframe times.
   * @param {Array<number>} values - A list of keyframe values.
   * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
   */
  constructor(name, times, values, interpolation) {
    super(name, times, values, interpolation);
  }
};
NumberKeyframeTrack.prototype.ValueTypeName = "number";
var QuaternionLinearInterpolant = class extends Interpolant {
  /**
   * Constructs a new SLERP interpolant.
   *
   * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
   * @param {TypedArray} sampleValues - The sample values.
   * @param {number} sampleSize - The sample size
   * @param {TypedArray} [resultBuffer] - The result buffer.
   */
  constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
    super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  }
  interpolate_(i1, t0, t, t1) {
    const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, alpha = (t - t0) / (t1 - t0);
    let offset = i1 * stride;
    for (let end = offset + stride; offset !== end; offset += 4) {
      Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
    }
    return result;
  }
};
var QuaternionKeyframeTrack = class extends KeyframeTrack {
  /**
   * Constructs a new Quaternion keyframe track.
   *
   * @param {string} name - The keyframe track's name.
   * @param {Array<number>} times - A list of keyframe times.
   * @param {Array<number>} values - A list of keyframe values.
   * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
   */
  constructor(name, times, values, interpolation) {
    super(name, times, values, interpolation);
  }
  /**
   * Overwritten so the method returns Quaternion based interpolant.
   *
   * @static
   * @param {TypedArray} [result] - The result buffer.
   * @return {QuaternionLinearInterpolant} The new interpolant.
   */
  InterpolantFactoryMethodLinear(result) {
    return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
  }
};
QuaternionKeyframeTrack.prototype.ValueTypeName = "quaternion";
QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;
var StringKeyframeTrack = class extends KeyframeTrack {
  /**
   * Constructs a new string keyframe track.
   *
   * This keyframe track type has no `interpolation` parameter because the
   * interpolation is always discrete.
   *
   * @param {string} name - The keyframe track's name.
   * @param {Array<number>} times - A list of keyframe times.
   * @param {Array<string>} values - A list of keyframe values.
   */
  constructor(name, times, values) {
    super(name, times, values);
  }
};
StringKeyframeTrack.prototype.ValueTypeName = "string";
StringKeyframeTrack.prototype.ValueBufferType = Array;
StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = void 0;
StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;
var VectorKeyframeTrack = class extends KeyframeTrack {
  /**
   * Constructs a new vector keyframe track.
   *
   * @param {string} name - The keyframe track's name.
   * @param {Array<number>} times - A list of keyframe times.
   * @param {Array<number>} values - A list of keyframe values.
   * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
   */
  constructor(name, times, values, interpolation) {
    super(name, times, values, interpolation);
  }
};
VectorKeyframeTrack.prototype.ValueTypeName = "vector";
var AnimationClip = class {
  /**
   * Constructs a new animation clip.
   *
   * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
   * use the static interface of this class for creating clips. In most cases though, animation clips
   * will automatically be created by loaders when importing animated 3D assets.
   *
   * @param {string} [name=''] - The clip's name.
   * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
   * the duration will be calculated from the passed keyframes.
   * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
   * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
   * is blended/combined when two or more animations are simultaneously played.
   */
  constructor(name = "", duration = -1, tracks = [], blendMode = NormalAnimationBlendMode) {
    this.name = name;
    this.tracks = tracks;
    this.duration = duration;
    this.blendMode = blendMode;
    this.uuid = generateUUID();
    this.userData = {};
    if (this.duration < 0) {
      this.resetDuration();
    }
  }
  /**
   * Factory method for creating an animation clip from the given JSON.
   *
   * @static
   * @param {Object} json - The serialized animation clip.
   * @return {AnimationClip} The new animation clip.
   */
  static parse(json) {
    const tracks = [], jsonTracks = json.tracks, frameTime = 1 / (json.fps || 1);
    for (let i = 0, n = jsonTracks.length; i !== n; ++i) {
      tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
    }
    const clip = new this(json.name, json.duration, tracks, json.blendMode);
    clip.uuid = json.uuid;
    clip.userData = JSON.parse(json.userData || "{}");
    return clip;
  }
  /**
   * Serializes the given animation clip into JSON.
   *
   * @static
   * @param {AnimationClip} clip - The animation clip to serialize.
   * @return {Object} The JSON object.
   */
  static toJSON(clip) {
    const tracks = [], clipTracks = clip.tracks;
    const json = {
      "name": clip.name,
      "duration": clip.duration,
      "tracks": tracks,
      "uuid": clip.uuid,
      "blendMode": clip.blendMode,
      "userData": JSON.stringify(clip.userData)
    };
    for (let i = 0, n = clipTracks.length; i !== n; ++i) {
      tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
    }
    return json;
  }
  /**
   * Returns a new animation clip from the passed morph targets array of a
   * geometry, taking a name and the number of frames per second.
   *
   * Note: The fps parameter is required, but the animation speed can be
   * overridden via {@link AnimationAction#setDuration}.
   *
   * @static
   * @param {string} name - The name of the animation clip.
   * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
   * @param {number} fps - The Frames-Per-Second value.
   * @param {boolean} noLoop - Whether the clip should be no loop or not.
   * @return {AnimationClip} The new animation clip.
   */
  static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
    const numMorphTargets = morphTargetSequence.length;
    const tracks = [];
    for (let i = 0; i < numMorphTargets; i++) {
      let times = [];
      let values = [];
      times.push(
        (i + numMorphTargets - 1) % numMorphTargets,
        i,
        (i + 1) % numMorphTargets
      );
      values.push(0, 1, 0);
      const order = getKeyframeOrder(times);
      times = sortedArray(times, 1, order);
      values = sortedArray(values, 1, order);
      if (!noLoop && times[0] === 0) {
        times.push(numMorphTargets);
        values.push(values[0]);
      }
      tracks.push(
        new NumberKeyframeTrack(
          ".morphTargetInfluences[" + morphTargetSequence[i].name + "]",
          times,
          values
        ).scale(1 / fps)
      );
    }
    return new this(name, -1, tracks);
  }
  /**
   * Searches for an animation clip by name, taking as its first parameter
   * either an array of clips, or a mesh or geometry that contains an
   * array named "animations" property.
   *
   * @static
   * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
   * @param {string} name - The name to search for.
   * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
   */
  static findByName(objectOrClipArray, name) {
    let clipArray = objectOrClipArray;
    if (!Array.isArray(objectOrClipArray)) {
      const o = objectOrClipArray;
      clipArray = o.geometry && o.geometry.animations || o.animations;
    }
    for (let i = 0; i < clipArray.length; i++) {
      if (clipArray[i].name === name) {
        return clipArray[i];
      }
    }
    return null;
  }
  /**
   * Returns an array of new AnimationClips created from the morph target
   * sequences of a geometry, trying to sort morph target names into
   * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
   *
   * See {@link MD2Loader#parse} as an example for how the method should be used.
   *
   * @static
   * @param {Array<Object>} morphTargets - A sequence of morph targets.
   * @param {number} fps - The Frames-Per-Second value.
   * @param {boolean} noLoop - Whether the clip should be no loop or not.
   * @return {Array<AnimationClip>} An array of new animation clips.
   */
  static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
    const animationToMorphTargets = {};
    const pattern = /^([\w-]*?)([\d]+)$/;
    for (let i = 0, il = morphTargets.length; i < il; i++) {
      const morphTarget = morphTargets[i];
      const parts = morphTarget.name.match(pattern);
      if (parts && parts.length > 1) {
        const name = parts[1];
        let animationMorphTargets = animationToMorphTargets[name];
        if (!animationMorphTargets) {
          animationToMorphTargets[name] = animationMorphTargets = [];
        }
        animationMorphTargets.push(morphTarget);
      }
    }
    const clips = [];
    for (const name in animationToMorphTargets) {
      clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));
    }
    return clips;
  }
  /**
   * Parses the `animation.hierarchy` format and returns a new animation clip.
   *
   * @static
   * @deprecated since r175.
   * @param {Object} animation - A serialized animation clip as JSON.
   * @param {Array<Bones>} bones - An array of bones.
   * @return {?AnimationClip} The new animation clip.
   */
  static parseAnimation(animation, bones) {
    warn("AnimationClip: parseAnimation() is deprecated and will be removed with r185");
    if (!animation) {
      error("AnimationClip: No animation in JSONLoader data.");
      return null;
    }
    const addNonemptyTrack = function(trackType, trackName, animationKeys, propertyName, destTracks) {
      if (animationKeys.length !== 0) {
        const times = [];
        const values = [];
        flattenJSON(animationKeys, times, values, propertyName);
        if (times.length !== 0) {
          destTracks.push(new trackType(trackName, times, values));
        }
      }
    };
    const tracks = [];
    const clipName = animation.name || "default";
    const fps = animation.fps || 30;
    const blendMode = animation.blendMode;
    let duration = animation.length || -1;
    const hierarchyTracks = animation.hierarchy || [];
    for (let h = 0; h < hierarchyTracks.length; h++) {
      const animationKeys = hierarchyTracks[h].keys;
      if (!animationKeys || animationKeys.length === 0) continue;
      if (animationKeys[0].morphTargets) {
        const morphTargetNames = {};
        let k;
        for (k = 0; k < animationKeys.length; k++) {
          if (animationKeys[k].morphTargets) {
            for (let m = 0; m < animationKeys[k].morphTargets.length; m++) {
              morphTargetNames[animationKeys[k].morphTargets[m]] = -1;
            }
          }
        }
        for (const morphTargetName in morphTargetNames) {
          const times = [];
          const values = [];
          for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) {
            const animationKey = animationKeys[k];
            times.push(animationKey.time);
            values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
          }
          tracks.push(new NumberKeyframeTrack(".morphTargetInfluence[" + morphTargetName + "]", times, values));
        }
        duration = morphTargetNames.length * fps;
      } else {
        const boneName = ".bones[" + bones[h].name + "]";
        addNonemptyTrack(
          VectorKeyframeTrack,
          boneName + ".position",
          animationKeys,
          "pos",
          tracks
        );
        addNonemptyTrack(
          QuaternionKeyframeTrack,
          boneName + ".quaternion",
          animationKeys,
          "rot",
          tracks
        );
        addNonemptyTrack(
          VectorKeyframeTrack,
          boneName + ".scale",
          animationKeys,
          "scl",
          tracks
        );
      }
    }
    if (tracks.length === 0) {
      return null;
    }
    const clip = new this(clipName, duration, tracks, blendMode);
    return clip;
  }
  /**
   * Sets the duration of this clip to the duration of its longest keyframe track.
   *
   * @return {AnimationClip} A reference to this animation clip.
   */
  resetDuration() {
    const tracks = this.tracks;
    let duration = 0;
    for (let i = 0, n = tracks.length; i !== n; ++i) {
      const track = this.tracks[i];
      duration = Math.max(duration, track.times[track.times.length - 1]);
    }
    this.duration = duration;
    return this;
  }
  /**
   * Trims all tracks to the clip's duration.
   *
   * @return {AnimationClip} A reference to this animation clip.
   */
  trim() {
    for (let i = 0; i < this.tracks.length; i++) {
      this.tracks[i].trim(0, this.duration);
    }
    return this;
  }
  /**
   * Performs minimal validation on each track in the clip. Returns `true` if all
   * tracks are valid.
   *
   * @return {boolean} Whether the clip's keyframes are valid or not.
   */
  validate() {
    let valid = true;
    for (let i = 0; i < this.tracks.length; i++) {
      valid = valid && this.tracks[i].validate();
    }
    return valid;
  }
  /**
   * Optimizes each track by removing equivalent sequential keys (which are
   * common in morph target sequences).
   *
   * @return {AnimationClip} A reference to this animation clip.
   */
  optimize() {
    for (let i = 0; i < this.tracks.length; i++) {
      this.tracks[i].optimize();
    }
    return this;
  }
  /**
   * Returns a new animation clip with copied values from this instance.
   *
   * @return {AnimationClip} A clone of this instance.
   */
  clone() {
    const tracks = [];
    for (let i = 0; i < this.tracks.length; i++) {
      tracks.push(this.tracks[i].clone());
    }
    const clip = new this.constructor(this.name, this.duration, tracks, this.blendMode);
    clip.userData = JSON.parse(JSON.stringify(this.userData));
    return clip;
  }
  /**
   * Serializes this animation clip into JSON.
   *
   * @return {Object} The JSON object.
   */
  toJSON() {
    return this.constructor.toJSON(this);
  }
};
function getTrackTypeForValueTypeName(typeName) {
  switch (typeName.toLowerCase()) {
    case "scalar":
    case "double":
    case "float":
    case "number":
    case "integer":
      return NumberKeyframeTrack;
    case "vector":
    case "vector2":
    case "vector3":
    case "vector4":
      return VectorKeyframeTrack;
    case "color":
      return ColorKeyframeTrack;
    case "quaternion":
      return QuaternionKeyframeTrack;
    case "bool":
    case "boolean":
      return BooleanKeyframeTrack;
    case "string":
      return StringKeyframeTrack;
  }
  throw new Error("THREE.KeyframeTrack: Unsupported typeName: " + typeName);
}
function parseKeyframeTrack(json) {
  if (json.type === void 0) {
    throw new Error("THREE.KeyframeTrack: track type undefined, can not parse");
  }
  const trackType = getTrackTypeForValueTypeName(json.type);
  if (json.times === void 0) {
    const times = [], values = [];
    flattenJSON(json.keys, times, values, "value");
    json.times = times;
    json.values = values;
  }
  if (trackType.parse !== void 0) {
    return trackType.parse(json);
  } else {
    return new trackType(json.name, json.times, json.values, json.interpolation);
  }
}
var Cache = {
  /**
   * Whether caching is enabled or not.
   *
   * @static
   * @type {boolean}
   * @default false
   */
  enabled: false,
  /**
   * A dictionary that holds cached files.
   *
   * @static
   * @type {Object<string,Object>}
   */
  files: {},
  /**
   * Adds a cache entry with a key to reference the file. If this key already
   * holds a file, it is overwritten.
   *
   * @static
   * @param {string} key - The key to reference the cached file.
   * @param {Object} file -  The file to be cached.
   */
  add: function(key, file) {
    if (this.enabled === false) return;
    this.files[key] = file;
  },
  /**
   * Gets the cached value for the given key.
   *
   * @static
   * @param {string} key - The key to reference the cached file.
   * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
   */
  get: function(key) {
    if (this.enabled === false) return;
    return this.files[key];
  },
  /**
   * Removes the cached file associated with the given key.
   *
   * @static
   * @param {string} key - The key to reference the cached file.
   */
  remove: function(key) {
    delete this.files[key];
  },
  /**
   * Remove all values from the cache.
   *
   * @static
   */
  clear: function() {
    this.files = {};
  }
};
var LoadingManager = class {
  /**
   * Constructs a new loading manager.
   *
   * @param {Function} [onLoad] - Executes when all items have been loaded.
   * @param {Function} [onProgress] - Executes when single items have been loaded.
   * @param {Function} [onError] - Executes when an error occurs.
   */
  constructor(onLoad, onProgress, onError) {
    const scope = this;
    let isLoading = false;
    let itemsLoaded = 0;
    let itemsTotal = 0;
    let urlModifier = void 0;
    const handlers = [];
    this.onStart = void 0;
    this.onLoad = onLoad;
    this.onProgress = onProgress;
    this.onError = onError;
    this._abortController = null;
    this.itemStart = function(url) {
      itemsTotal++;
      if (isLoading === false) {
        if (scope.onStart !== void 0) {
          scope.onStart(url, itemsLoaded, itemsTotal);
        }
      }
      isLoading = true;
    };
    this.itemEnd = function(url) {
      itemsLoaded++;
      if (scope.onProgress !== void 0) {
        scope.onProgress(url, itemsLoaded, itemsTotal);
      }
      if (itemsLoaded === itemsTotal) {
        isLoading = false;
        if (scope.onLoad !== void 0) {
          scope.onLoad();
        }
      }
    };
    this.itemError = function(url) {
      if (scope.onError !== void 0) {
        scope.onError(url);
      }
    };
    this.resolveURL = function(url) {
      if (urlModifier) {
        return urlModifier(url);
      }
      return url;
    };
    this.setURLModifier = function(transform) {
      urlModifier = transform;
      return this;
    };
    this.addHandler = function(regex, loader) {
      handlers.push(regex, loader);
      return this;
    };
    this.removeHandler = function(regex) {
      const index = handlers.indexOf(regex);
      if (index !== -1) {
        handlers.splice(index, 2);
      }
      return this;
    };
    this.getHandler = function(file) {
      for (let i = 0, l = handlers.length; i < l; i += 2) {
        const regex = handlers[i];
        const loader = handlers[i + 1];
        if (regex.global) regex.lastIndex = 0;
        if (regex.test(file)) {
          return loader;
        }
      }
      return null;
    };
    this.abort = function() {
      this.abortController.abort();
      this._abortController = null;
      return this;
    };
  }
  // TODO: Revert this back to a single member variable once this issue has been fixed
  // https://github.com/cloudflare/workerd/issues/3657
  /**
   * Used for aborting ongoing requests in loaders using this manager.
   *
   * @type {AbortController}
   */
  get abortController() {
    if (!this._abortController) {
      this._abortController = new AbortController();
    }
    return this._abortController;
  }
};
var DefaultLoadingManager = new LoadingManager();
var Loader = class {
  /**
   * Constructs a new loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    this.manager = manager !== void 0 ? manager : DefaultLoadingManager;
    this.crossOrigin = "anonymous";
    this.withCredentials = false;
    this.path = "";
    this.resourcePath = "";
    this.requestHeader = {};
  }
  /**
   * This method needs to be implemented by all concrete loaders. It holds the
   * logic for loading assets from the backend.
   *
   * @abstract
   * @param {string} url - The path/URL of the file to be loaded.
   * @param {Function} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
   * @param {onErrorCallback} [onError] - Executed when errors occur.
   */
  load() {
  }
  /**
   * A async version of {@link Loader#load}.
   *
   * @param {string} url - The path/URL of the file to be loaded.
   * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
   * @return {Promise} A Promise that resolves when the asset has been loaded.
   */
  loadAsync(url, onProgress) {
    const scope = this;
    return new Promise(function(resolve, reject) {
      scope.load(url, resolve, onProgress, reject);
    });
  }
  /**
   * This method needs to be implemented by all concrete loaders. It holds the
   * logic for parsing the asset into three.js entities.
   *
   * @abstract
   * @param {any} data - The data to parse.
   */
  parse() {
  }
  /**
   * Sets the `crossOrigin` String to implement CORS for loading the URL
   * from a different domain that allows CORS.
   *
   * @param {string} crossOrigin - The `crossOrigin` value.
   * @return {Loader} A reference to this instance.
   */
  setCrossOrigin(crossOrigin) {
    this.crossOrigin = crossOrigin;
    return this;
  }
  /**
   * Whether the XMLHttpRequest uses credentials such as cookies, authorization
   * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
   *
   * Note: This setting has no effect if you are loading files locally or from the same domain.
   *
   * @param {boolean} value - The `withCredentials` value.
   * @return {Loader} A reference to this instance.
   */
  setWithCredentials(value) {
    this.withCredentials = value;
    return this;
  }
  /**
   * Sets the base path for the asset.
   *
   * @param {string} path - The base path.
   * @return {Loader} A reference to this instance.
   */
  setPath(path) {
    this.path = path;
    return this;
  }
  /**
   * Sets the base path for dependent resources like textures.
   *
   * @param {string} resourcePath - The resource path.
   * @return {Loader} A reference to this instance.
   */
  setResourcePath(resourcePath) {
    this.resourcePath = resourcePath;
    return this;
  }
  /**
   * Sets the given request header.
   *
   * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
   * for configuring the HTTP request.
   * @return {Loader} A reference to this instance.
   */
  setRequestHeader(requestHeader) {
    this.requestHeader = requestHeader;
    return this;
  }
  /**
   * This method can be implemented in loaders for aborting ongoing requests.
   *
   * @abstract
   * @return {Loader} A reference to this instance.
   */
  abort() {
    return this;
  }
};
Loader.DEFAULT_MATERIAL_NAME = "__DEFAULT";
var loading = {};
var HttpError = class extends Error {
  constructor(message, response) {
    super(message);
    this.response = response;
  }
};
var FileLoader = class extends Loader {
  /**
   * Constructs a new file loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
    this.mimeType = "";
    this.responseType = "";
    this._abortController = new AbortController();
  }
  /**
   * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(any)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
   * @param {onErrorCallback} [onError] - Executed when errors occur.
   * @return {any|undefined} The cached resource if available.
   */
  load(url, onLoad, onProgress, onError) {
    if (url === void 0) url = "";
    if (this.path !== void 0) url = this.path + url;
    url = this.manager.resolveURL(url);
    const cached = Cache.get(`file:${url}`);
    if (cached !== void 0) {
      this.manager.itemStart(url);
      setTimeout(() => {
        if (onLoad) onLoad(cached);
        this.manager.itemEnd(url);
      }, 0);
      return cached;
    }
    if (loading[url] !== void 0) {
      loading[url].push({
        onLoad,
        onProgress,
        onError
      });
      return;
    }
    loading[url] = [];
    loading[url].push({
      onLoad,
      onProgress,
      onError
    });
    const req = new Request(url, {
      headers: new Headers(this.requestHeader),
      credentials: this.withCredentials ? "include" : "same-origin",
      signal: typeof AbortSignal.any === "function" ? AbortSignal.any([this._abortController.signal, this.manager.abortController.signal]) : this._abortController.signal
    });
    const mimeType = this.mimeType;
    const responseType = this.responseType;
    fetch(req).then((response) => {
      if (response.status === 200 || response.status === 0) {
        if (response.status === 0) {
          warn("FileLoader: HTTP Status 0 received.");
        }
        if (typeof ReadableStream === "undefined" || response.body === void 0 || response.body.getReader === void 0) {
          return response;
        }
        const callbacks = loading[url];
        const reader = response.body.getReader();
        const contentLength = response.headers.get("X-File-Size") || response.headers.get("Content-Length");
        const total = contentLength ? parseInt(contentLength) : 0;
        const lengthComputable = total !== 0;
        let loaded = 0;
        const stream = new ReadableStream({
          start(controller) {
            readData();
            function readData() {
              reader.read().then(({ done, value }) => {
                if (done) {
                  controller.close();
                } else {
                  loaded += value.byteLength;
                  const event = new ProgressEvent("progress", { lengthComputable, loaded, total });
                  for (let i = 0, il = callbacks.length; i < il; i++) {
                    const callback = callbacks[i];
                    if (callback.onProgress) callback.onProgress(event);
                  }
                  controller.enqueue(value);
                  readData();
                }
              }, (e) => {
                controller.error(e);
              });
            }
          }
        });
        return new Response(stream);
      } else {
        throw new HttpError(`fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response);
      }
    }).then((response) => {
      switch (responseType) {
        case "arraybuffer":
          return response.arrayBuffer();
        case "blob":
          return response.blob();
        case "document":
          return response.text().then((text) => {
            const parser = new DOMParser();
            return parser.parseFromString(text, mimeType);
          });
        case "json":
          return response.json();
        default:
          if (mimeType === "") {
            return response.text();
          } else {
            const re = /charset="?([^;"\s]*)"?/i;
            const exec = re.exec(mimeType);
            const label = exec && exec[1] ? exec[1].toLowerCase() : void 0;
            const decoder = new TextDecoder(label);
            return response.arrayBuffer().then((ab) => decoder.decode(ab));
          }
      }
    }).then((data) => {
      Cache.add(`file:${url}`, data);
      const callbacks = loading[url];
      delete loading[url];
      for (let i = 0, il = callbacks.length; i < il; i++) {
        const callback = callbacks[i];
        if (callback.onLoad) callback.onLoad(data);
      }
    }).catch((err) => {
      const callbacks = loading[url];
      if (callbacks === void 0) {
        this.manager.itemError(url);
        throw err;
      }
      delete loading[url];
      for (let i = 0, il = callbacks.length; i < il; i++) {
        const callback = callbacks[i];
        if (callback.onError) callback.onError(err);
      }
      this.manager.itemError(url);
    }).finally(() => {
      this.manager.itemEnd(url);
    });
    this.manager.itemStart(url);
  }
  /**
   * Sets the expected response type.
   *
   * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
   * @return {FileLoader} A reference to this file loader.
   */
  setResponseType(value) {
    this.responseType = value;
    return this;
  }
  /**
   * Sets the expected mime type of the loaded file.
   *
   * @param {string} value - The mime type.
   * @return {FileLoader} A reference to this file loader.
   */
  setMimeType(value) {
    this.mimeType = value;
    return this;
  }
  /**
   * Aborts ongoing fetch requests.
   *
   * @return {FileLoader} A reference to this instance.
   */
  abort() {
    this._abortController.abort();
    this._abortController = new AbortController();
    return this;
  }
};
var AnimationLoader = class extends Loader {
  /**
   * Constructs a new animation loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and pass the loaded animations as an array
   * holding instances of {@link AnimationClip} to the `onLoad()` callback.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
   * @param {onErrorCallback} onError - Executed when errors occur.
   */
  load(url, onLoad, onProgress, onError) {
    const scope = this;
    const loader = new FileLoader(this.manager);
    loader.setPath(this.path);
    loader.setRequestHeader(this.requestHeader);
    loader.setWithCredentials(this.withCredentials);
    loader.load(url, function(text) {
      try {
        onLoad(scope.parse(JSON.parse(text)));
      } catch (e) {
        if (onError) {
          onError(e);
        } else {
          error(e);
        }
        scope.manager.itemError(url);
      }
    }, onProgress, onError);
  }
  /**
   * Parses the given JSON object and returns an array of animation clips.
   *
   * @param {Object} json - The serialized animation clips.
   * @return {Array<AnimationClip>} The parsed animation clips.
   */
  parse(json) {
    const animations = [];
    for (let i = 0; i < json.length; i++) {
      const clip = AnimationClip.parse(json[i]);
      animations.push(clip);
    }
    return animations;
  }
};
var CompressedTextureLoader = class extends Loader {
  /**
   * Constructs a new compressed texture loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and passes the loaded compressed texture
   * to the `onLoad()` callback. The method also returns a new texture object which can
   * directly be used for material creation. If you do it this way, the texture
   * may pop up in your scene once the respective loading process is finished.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
   * @param {onErrorCallback} onError - Executed when errors occur.
   * @return {CompressedTexture} The compressed texture.
   */
  load(url, onLoad, onProgress, onError) {
    const scope = this;
    const images = [];
    const texture = new CompressedTexture();
    const loader = new FileLoader(this.manager);
    loader.setPath(this.path);
    loader.setResponseType("arraybuffer");
    loader.setRequestHeader(this.requestHeader);
    loader.setWithCredentials(scope.withCredentials);
    let loaded = 0;
    function loadTexture(i) {
      loader.load(url[i], function(buffer) {
        const texDatas = scope.parse(buffer, true);
        images[i] = {
          width: texDatas.width,
          height: texDatas.height,
          format: texDatas.format,
          mipmaps: texDatas.mipmaps
        };
        loaded += 1;
        if (loaded === 6) {
          if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;
          texture.image = images;
          texture.format = texDatas.format;
          texture.needsUpdate = true;
          if (onLoad) onLoad(texture);
        }
      }, onProgress, onError);
    }
    if (Array.isArray(url)) {
      for (let i = 0, il = url.length; i < il; ++i) {
        loadTexture(i);
      }
    } else {
      loader.load(url, function(buffer) {
        const texDatas = scope.parse(buffer, true);
        if (texDatas.isCubemap) {
          const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
          for (let f = 0; f < faces; f++) {
            images[f] = { mipmaps: [] };
            for (let i = 0; i < texDatas.mipmapCount; i++) {
              images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]);
              images[f].format = texDatas.format;
              images[f].width = texDatas.width;
              images[f].height = texDatas.height;
            }
          }
          texture.image = images;
        } else {
          texture.image.width = texDatas.width;
          texture.image.height = texDatas.height;
          texture.mipmaps = texDatas.mipmaps;
        }
        if (texDatas.mipmapCount === 1) {
          texture.minFilter = LinearFilter;
        }
        texture.format = texDatas.format;
        texture.needsUpdate = true;
        if (onLoad) onLoad(texture);
      }, onProgress, onError);
    }
    return texture;
  }
};
var _loading = /* @__PURE__ */ new WeakMap();
var ImageLoader = class extends Loader {
  /**
   * Constructs a new image loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and passes the loaded image
   * to the `onLoad()` callback. The method also returns a new `Image` object which can
   * directly be used for texture creation. If you do it this way, the texture
   * may pop up in your scene once the respective loading process is finished.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(Image)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Unsupported in this loader.
   * @param {onErrorCallback} onError - Executed when errors occur.
   * @return {Image} The image.
   */
  load(url, onLoad, onProgress, onError) {
    if (this.path !== void 0) url = this.path + url;
    url = this.manager.resolveURL(url);
    const scope = this;
    const cached = Cache.get(`image:${url}`);
    if (cached !== void 0) {
      if (cached.complete === true) {
        scope.manager.itemStart(url);
        setTimeout(function() {
          if (onLoad) onLoad(cached);
          scope.manager.itemEnd(url);
        }, 0);
      } else {
        let arr = _loading.get(cached);
        if (arr === void 0) {
          arr = [];
          _loading.set(cached, arr);
        }
        arr.push({ onLoad, onError });
      }
      return cached;
    }
    const image = createElementNS("img");
    function onImageLoad() {
      removeEventListeners();
      if (onLoad) onLoad(this);
      const callbacks = _loading.get(this) || [];
      for (let i = 0; i < callbacks.length; i++) {
        const callback = callbacks[i];
        if (callback.onLoad) callback.onLoad(this);
      }
      _loading.delete(this);
      scope.manager.itemEnd(url);
    }
    function onImageError(event) {
      removeEventListeners();
      if (onError) onError(event);
      Cache.remove(`image:${url}`);
      const callbacks = _loading.get(this) || [];
      for (let i = 0; i < callbacks.length; i++) {
        const callback = callbacks[i];
        if (callback.onError) callback.onError(event);
      }
      _loading.delete(this);
      scope.manager.itemError(url);
      scope.manager.itemEnd(url);
    }
    function removeEventListeners() {
      image.removeEventListener("load", onImageLoad, false);
      image.removeEventListener("error", onImageError, false);
    }
    image.addEventListener("load", onImageLoad, false);
    image.addEventListener("error", onImageError, false);
    if (url.slice(0, 5) !== "data:") {
      if (this.crossOrigin !== void 0) image.crossOrigin = this.crossOrigin;
    }
    Cache.add(`image:${url}`, image);
    scope.manager.itemStart(url);
    image.src = url;
    return image;
  }
};
var CubeTextureLoader = class extends Loader {
  /**
   * Constructs a new cube texture loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and pass the fully loaded cube texture
   * to the `onLoad()` callback. The method also returns a new cube texture object which can
   * directly be used for material creation. If you do it this way, the cube texture
   * may pop up in your scene once the respective loading process is finished.
   *
   * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
   * cube texture. The urls should be specified in the following order: pos-x,
   * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
   * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Unsupported in this loader.
   * @param {onErrorCallback} onError - Executed when errors occur.
   * @return {CubeTexture} The cube texture.
   */
  load(urls, onLoad, onProgress, onError) {
    const texture = new CubeTexture();
    texture.colorSpace = SRGBColorSpace;
    const loader = new ImageLoader(this.manager);
    loader.setCrossOrigin(this.crossOrigin);
    loader.setPath(this.path);
    let loaded = 0;
    function loadTexture(i) {
      loader.load(urls[i], function(image) {
        texture.images[i] = image;
        loaded++;
        if (loaded === 6) {
          texture.needsUpdate = true;
          if (onLoad) onLoad(texture);
        }
      }, void 0, onError);
    }
    for (let i = 0; i < urls.length; ++i) {
      loadTexture(i);
    }
    return texture;
  }
};
var DataTextureLoader = class extends Loader {
  /**
   * Constructs a new data texture loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and passes the loaded data texture
   * to the `onLoad()` callback. The method also returns a new texture object which can
   * directly be used for material creation. If you do it this way, the texture
   * may pop up in your scene once the respective loading process is finished.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
   * @param {onErrorCallback} onError - Executed when errors occur.
   * @return {DataTexture} The data texture.
   */
  load(url, onLoad, onProgress, onError) {
    const scope = this;
    const texture = new DataTexture();
    const loader = new FileLoader(this.manager);
    loader.setResponseType("arraybuffer");
    loader.setRequestHeader(this.requestHeader);
    loader.setPath(this.path);
    loader.setWithCredentials(scope.withCredentials);
    loader.load(url, function(buffer) {
      let texData;
      try {
        texData = scope.parse(buffer);
      } catch (error2) {
        if (onError !== void 0) {
          onError(error2);
        } else {
          error2(error2);
          return;
        }
      }
      if (texData.image !== void 0) {
        texture.image = texData.image;
      } else if (texData.data !== void 0) {
        texture.image.width = texData.width;
        texture.image.height = texData.height;
        texture.image.data = texData.data;
      }
      texture.wrapS = texData.wrapS !== void 0 ? texData.wrapS : ClampToEdgeWrapping;
      texture.wrapT = texData.wrapT !== void 0 ? texData.wrapT : ClampToEdgeWrapping;
      texture.magFilter = texData.magFilter !== void 0 ? texData.magFilter : LinearFilter;
      texture.minFilter = texData.minFilter !== void 0 ? texData.minFilter : LinearFilter;
      texture.anisotropy = texData.anisotropy !== void 0 ? texData.anisotropy : 1;
      if (texData.colorSpace !== void 0) {
        texture.colorSpace = texData.colorSpace;
      }
      if (texData.flipY !== void 0) {
        texture.flipY = texData.flipY;
      }
      if (texData.format !== void 0) {
        texture.format = texData.format;
      }
      if (texData.type !== void 0) {
        texture.type = texData.type;
      }
      if (texData.mipmaps !== void 0) {
        texture.mipmaps = texData.mipmaps;
        texture.minFilter = LinearMipmapLinearFilter;
      }
      if (texData.mipmapCount === 1) {
        texture.minFilter = LinearFilter;
      }
      if (texData.generateMipmaps !== void 0) {
        texture.generateMipmaps = texData.generateMipmaps;
      }
      texture.needsUpdate = true;
      if (onLoad) onLoad(texture, texData);
    }, onProgress, onError);
    return texture;
  }
};
var TextureLoader = class extends Loader {
  /**
   * Constructs a new texture loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and pass the fully loaded texture
   * to the `onLoad()` callback. The method also returns a new texture object which can
   * directly be used for material creation. If you do it this way, the texture
   * may pop up in your scene once the respective loading process is finished.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Unsupported in this loader.
   * @param {onErrorCallback} onError - Executed when errors occur.
   * @return {Texture} The texture.
   */
  load(url, onLoad, onProgress, onError) {
    const texture = new Texture();
    const loader = new ImageLoader(this.manager);
    loader.setCrossOrigin(this.crossOrigin);
    loader.setPath(this.path);
    loader.load(url, function(image) {
      texture.image = image;
      texture.needsUpdate = true;
      if (onLoad !== void 0) {
        onLoad(texture);
      }
    }, onProgress, onError);
    return texture;
  }
};
var Light = class extends Object3D {
  /**
   * Constructs a new light.
   *
   * @param {(number|Color|string)} [color=0xffffff] - The light's color.
   * @param {number} [intensity=1] - The light's strength/intensity.
   */
  constructor(color, intensity = 1) {
    super();
    this.isLight = true;
    this.type = "Light";
    this.color = new Color(color);
    this.intensity = intensity;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.dispatchEvent({ type: "dispose" });
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.color.copy(source.color);
    this.intensity = source.intensity;
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.color = this.color.getHex();
    data.object.intensity = this.intensity;
    return data;
  }
};
var HemisphereLight = class extends Light {
  /**
   * Constructs a new hemisphere light.
   *
   * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
   * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
   * @param {number} [intensity=1] - The light's strength/intensity.
   */
  constructor(skyColor, groundColor, intensity) {
    super(skyColor, intensity);
    this.isHemisphereLight = true;
    this.type = "HemisphereLight";
    this.position.copy(Object3D.DEFAULT_UP);
    this.updateMatrix();
    this.groundColor = new Color(groundColor);
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.groundColor.copy(source.groundColor);
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.groundColor = this.groundColor.getHex();
    return data;
  }
};
var _projScreenMatrix = new Matrix4();
var _lightPositionWorld = new Vector3();
var _lookTarget = new Vector3();
var LightShadow = class {
  /**
   * Constructs a new light shadow.
   *
   * @param {Camera} camera - The light's view of the world.
   */
  constructor(camera) {
    this.camera = camera;
    this.intensity = 1;
    this.bias = 0;
    this.normalBias = 0;
    this.radius = 1;
    this.blurSamples = 8;
    this.mapSize = new Vector2(512, 512);
    this.mapType = UnsignedByteType;
    this.map = null;
    this.mapPass = null;
    this.matrix = new Matrix4();
    this.autoUpdate = true;
    this.needsUpdate = false;
    this._frustum = new Frustum();
    this._frameExtents = new Vector2(1, 1);
    this._viewportCount = 1;
    this._viewports = [
      new Vector4(0, 0, 1, 1)
    ];
  }
  /**
   * Used internally by the renderer to get the number of viewports that need
   * to be rendered for this shadow.
   *
   * @return {number} The viewport count.
   */
  getViewportCount() {
    return this._viewportCount;
  }
  /**
   * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
   *
   * @return {Frustum} The shadow camera frustum.
   */
  getFrustum() {
    return this._frustum;
  }
  /**
   * Update the matrices for the camera and shadow, used internally by the renderer.
   *
   * @param {Light} light - The light for which the shadow is being rendered.
   */
  updateMatrices(light) {
    const shadowCamera = this.camera;
    const shadowMatrix = this.matrix;
    _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
    shadowCamera.position.copy(_lightPositionWorld);
    _lookTarget.setFromMatrixPosition(light.target.matrixWorld);
    shadowCamera.lookAt(_lookTarget);
    shadowCamera.updateMatrixWorld();
    _projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
    this._frustum.setFromProjectionMatrix(_projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth);
    if (shadowCamera.reversedDepth) {
      shadowMatrix.set(
        0.5,
        0,
        0,
        0.5,
        0,
        0.5,
        0,
        0.5,
        0,
        0,
        1,
        0,
        0,
        0,
        0,
        1
      );
    } else {
      shadowMatrix.set(
        0.5,
        0,
        0,
        0.5,
        0,
        0.5,
        0,
        0.5,
        0,
        0,
        0.5,
        0.5,
        0,
        0,
        0,
        1
      );
    }
    shadowMatrix.multiply(_projScreenMatrix);
  }
  /**
   * Returns a viewport definition for the given viewport index.
   *
   * @param {number} viewportIndex - The viewport index.
   * @return {Vector4} The viewport.
   */
  getViewport(viewportIndex) {
    return this._viewports[viewportIndex];
  }
  /**
   * Returns the frame extends.
   *
   * @return {Vector2} The frame extends.
   */
  getFrameExtents() {
    return this._frameExtents;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    if (this.map) {
      this.map.dispose();
    }
    if (this.mapPass) {
      this.mapPass.dispose();
    }
  }
  /**
   * Copies the values of the given light shadow instance to this instance.
   *
   * @param {LightShadow} source - The light shadow to copy.
   * @return {LightShadow} A reference to this light shadow instance.
   */
  copy(source) {
    this.camera = source.camera.clone();
    this.intensity = source.intensity;
    this.bias = source.bias;
    this.radius = source.radius;
    this.autoUpdate = source.autoUpdate;
    this.needsUpdate = source.needsUpdate;
    this.normalBias = source.normalBias;
    this.blurSamples = source.blurSamples;
    this.mapSize.copy(source.mapSize);
    return this;
  }
  /**
   * Returns a new light shadow instance with copied values from this instance.
   *
   * @return {LightShadow} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Serializes the light shadow into JSON.
   *
   * @return {Object} A JSON object representing the serialized light shadow.
   * @see {@link ObjectLoader#parse}
   */
  toJSON() {
    const object = {};
    if (this.intensity !== 1) object.intensity = this.intensity;
    if (this.bias !== 0) object.bias = this.bias;
    if (this.normalBias !== 0) object.normalBias = this.normalBias;
    if (this.radius !== 1) object.radius = this.radius;
    if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();
    object.camera = this.camera.toJSON(false).object;
    delete object.camera.matrix;
    return object;
  }
};
var SpotLightShadow = class extends LightShadow {
  /**
   * Constructs a new spot light shadow.
   */
  constructor() {
    super(new PerspectiveCamera(50, 1, 0.5, 500));
    this.isSpotLightShadow = true;
    this.focus = 1;
    this.aspect = 1;
  }
  updateMatrices(light) {
    const camera = this.camera;
    const fov2 = RAD2DEG * 2 * light.angle * this.focus;
    const aspect2 = this.mapSize.width / this.mapSize.height * this.aspect;
    const far = light.distance || camera.far;
    if (fov2 !== camera.fov || aspect2 !== camera.aspect || far !== camera.far) {
      camera.fov = fov2;
      camera.aspect = aspect2;
      camera.far = far;
      camera.updateProjectionMatrix();
    }
    super.updateMatrices(light);
  }
  copy(source) {
    super.copy(source);
    this.focus = source.focus;
    return this;
  }
};
var SpotLight = class extends Light {
  /**
   * Constructs a new spot light.
   *
   * @param {(number|Color|string)} [color=0xffffff] - The light's color.
   * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
   * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
   * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
   * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
   * @param {number} [decay=2] - The amount the light dims along the distance of the light.
   */
  constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2) {
    super(color, intensity);
    this.isSpotLight = true;
    this.type = "SpotLight";
    this.position.copy(Object3D.DEFAULT_UP);
    this.updateMatrix();
    this.target = new Object3D();
    this.distance = distance;
    this.angle = angle;
    this.penumbra = penumbra;
    this.decay = decay;
    this.map = null;
    this.shadow = new SpotLightShadow();
  }
  /**
   * The light's power. Power is the luminous power of the light measured in lumens (lm).
   *  Changing the power will also change the light's intensity.
   *
   * @type {number}
   */
  get power() {
    return this.intensity * Math.PI;
  }
  set power(power) {
    this.intensity = power / Math.PI;
  }
  dispose() {
    super.dispose();
    this.shadow.dispose();
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.distance = source.distance;
    this.angle = source.angle;
    this.penumbra = source.penumbra;
    this.decay = source.decay;
    this.target = source.target.clone();
    this.map = source.map;
    this.shadow = source.shadow.clone();
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.distance = this.distance;
    data.object.angle = this.angle;
    data.object.decay = this.decay;
    data.object.penumbra = this.penumbra;
    data.object.target = this.target.uuid;
    if (this.map && this.map.isTexture) data.object.map = this.map.toJSON(meta).uuid;
    data.object.shadow = this.shadow.toJSON();
    return data;
  }
};
var PointLightShadow = class extends LightShadow {
  /**
   * Constructs a new point light shadow.
   */
  constructor() {
    super(new PerspectiveCamera(90, 1, 0.5, 500));
    this.isPointLightShadow = true;
  }
};
var PointLight = class extends Light {
  /**
   * Constructs a new point light.
   *
   * @param {(number|Color|string)} [color=0xffffff] - The light's color.
   * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
   * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
   * @param {number} [decay=2] - The amount the light dims along the distance of the light.
   */
  constructor(color, intensity, distance = 0, decay = 2) {
    super(color, intensity);
    this.isPointLight = true;
    this.type = "PointLight";
    this.distance = distance;
    this.decay = decay;
    this.shadow = new PointLightShadow();
  }
  /**
   * The light's power. Power is the luminous power of the light measured in lumens (lm).
   * Changing the power will also change the light's intensity.
   *
   * @type {number}
   */
  get power() {
    return this.intensity * 4 * Math.PI;
  }
  set power(power) {
    this.intensity = power / (4 * Math.PI);
  }
  dispose() {
    super.dispose();
    this.shadow.dispose();
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.distance = source.distance;
    this.decay = source.decay;
    this.shadow = source.shadow.clone();
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.distance = this.distance;
    data.object.decay = this.decay;
    data.object.shadow = this.shadow.toJSON();
    return data;
  }
};
var OrthographicCamera = class extends Camera {
  /**
   * Constructs a new orthographic camera.
   *
   * @param {number} [left=-1] - The left plane of the camera's frustum.
   * @param {number} [right=1] - The right plane of the camera's frustum.
   * @param {number} [top=1] - The top plane of the camera's frustum.
   * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
   * @param {number} [near=0.1] - The camera's near plane.
   * @param {number} [far=2000] - The camera's far plane.
   */
  constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2e3) {
    super();
    this.isOrthographicCamera = true;
    this.type = "OrthographicCamera";
    this.zoom = 1;
    this.view = null;
    this.left = left;
    this.right = right;
    this.top = top;
    this.bottom = bottom;
    this.near = near;
    this.far = far;
    this.updateProjectionMatrix();
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.left = source.left;
    this.right = source.right;
    this.top = source.top;
    this.bottom = source.bottom;
    this.near = source.near;
    this.far = source.far;
    this.zoom = source.zoom;
    this.view = source.view === null ? null : Object.assign({}, source.view);
    return this;
  }
  /**
   * Sets an offset in a larger frustum. This is useful for multi-window or
   * multi-monitor/multi-machine setups.
   *
   * @param {number} fullWidth - The full width of multiview setup.
   * @param {number} fullHeight - The full height of multiview setup.
   * @param {number} x - The horizontal offset of the subcamera.
   * @param {number} y - The vertical offset of the subcamera.
   * @param {number} width - The width of subcamera.
   * @param {number} height - The height of subcamera.
   * @see {@link PerspectiveCamera#setViewOffset}
   */
  setViewOffset(fullWidth, fullHeight, x, y, width, height) {
    if (this.view === null) {
      this.view = {
        enabled: true,
        fullWidth: 1,
        fullHeight: 1,
        offsetX: 0,
        offsetY: 0,
        width: 1,
        height: 1
      };
    }
    this.view.enabled = true;
    this.view.fullWidth = fullWidth;
    this.view.fullHeight = fullHeight;
    this.view.offsetX = x;
    this.view.offsetY = y;
    this.view.width = width;
    this.view.height = height;
    this.updateProjectionMatrix();
  }
  /**
   * Removes the view offset from the projection matrix.
   */
  clearViewOffset() {
    if (this.view !== null) {
      this.view.enabled = false;
    }
    this.updateProjectionMatrix();
  }
  /**
   * Updates the camera's projection matrix. Must be called after any change of
   * camera properties.
   */
  updateProjectionMatrix() {
    const dx = (this.right - this.left) / (2 * this.zoom);
    const dy = (this.top - this.bottom) / (2 * this.zoom);
    const cx = (this.right + this.left) / 2;
    const cy = (this.top + this.bottom) / 2;
    let left = cx - dx;
    let right = cx + dx;
    let top = cy + dy;
    let bottom = cy - dy;
    if (this.view !== null && this.view.enabled) {
      const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
      const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
      left += scaleW * this.view.offsetX;
      right = left + scaleW * this.view.width;
      top -= scaleH * this.view.offsetY;
      bottom = top - scaleH * this.view.height;
    }
    this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth);
    this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.zoom = this.zoom;
    data.object.left = this.left;
    data.object.right = this.right;
    data.object.top = this.top;
    data.object.bottom = this.bottom;
    data.object.near = this.near;
    data.object.far = this.far;
    if (this.view !== null) data.object.view = Object.assign({}, this.view);
    return data;
  }
};
var DirectionalLightShadow = class extends LightShadow {
  /**
   * Constructs a new directional light shadow.
   */
  constructor() {
    super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
    this.isDirectionalLightShadow = true;
  }
};
var DirectionalLight = class extends Light {
  /**
   * Constructs a new directional light.
   *
   * @param {(number|Color|string)} [color=0xffffff] - The light's color.
   * @param {number} [intensity=1] - The light's strength/intensity.
   */
  constructor(color, intensity) {
    super(color, intensity);
    this.isDirectionalLight = true;
    this.type = "DirectionalLight";
    this.position.copy(Object3D.DEFAULT_UP);
    this.updateMatrix();
    this.target = new Object3D();
    this.shadow = new DirectionalLightShadow();
  }
  dispose() {
    super.dispose();
    this.shadow.dispose();
  }
  copy(source) {
    super.copy(source);
    this.target = source.target.clone();
    this.shadow = source.shadow.clone();
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.shadow = this.shadow.toJSON();
    data.object.target = this.target.uuid;
    return data;
  }
};
var AmbientLight = class extends Light {
  /**
   * Constructs a new ambient light.
   *
   * @param {(number|Color|string)} [color=0xffffff] - The light's color.
   * @param {number} [intensity=1] - The light's strength/intensity.
   */
  constructor(color, intensity) {
    super(color, intensity);
    this.isAmbientLight = true;
    this.type = "AmbientLight";
  }
};
var RectAreaLight = class extends Light {
  /**
   * Constructs a new area light.
   *
   * @param {(number|Color|string)} [color=0xffffff] - The light's color.
   * @param {number} [intensity=1] - The light's strength/intensity.
   * @param {number} [width=10] - The width of the light.
   * @param {number} [height=10] - The height of the light.
   */
  constructor(color, intensity, width = 10, height = 10) {
    super(color, intensity);
    this.isRectAreaLight = true;
    this.type = "RectAreaLight";
    this.width = width;
    this.height = height;
  }
  /**
   * The light's power. Power is the luminous power of the light measured in lumens (lm).
   * Changing the power will also change the light's intensity.
   *
   * @type {number}
   */
  get power() {
    return this.intensity * this.width * this.height * Math.PI;
  }
  set power(power) {
    this.intensity = power / (this.width * this.height * Math.PI);
  }
  copy(source) {
    super.copy(source);
    this.width = source.width;
    this.height = source.height;
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.width = this.width;
    data.object.height = this.height;
    return data;
  }
};
var SphericalHarmonics3 = class {
  /**
   * Constructs a new spherical harmonics.
   */
  constructor() {
    this.isSphericalHarmonics3 = true;
    this.coefficients = [];
    for (let i = 0; i < 9; i++) {
      this.coefficients.push(new Vector3());
    }
  }
  /**
   * Sets the given SH coefficients to this instance by copying
   * the values.
   *
   * @param {Array<Vector3>} coefficients - The SH coefficients.
   * @return {SphericalHarmonics3} A reference to this spherical harmonics.
   */
  set(coefficients) {
    for (let i = 0; i < 9; i++) {
      this.coefficients[i].copy(coefficients[i]);
    }
    return this;
  }
  /**
   * Sets all SH coefficients to `0`.
   *
   * @return {SphericalHarmonics3} A reference to this spherical harmonics.
   */
  zero() {
    for (let i = 0; i < 9; i++) {
      this.coefficients[i].set(0, 0, 0);
    }
    return this;
  }
  /**
   * Returns the radiance in the direction of the given normal.
   *
   * @param {Vector3} normal - The normal vector (assumed to be unit length)
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The radiance.
   */
  getAt(normal, target) {
    const x = normal.x, y = normal.y, z = normal.z;
    const coeff = this.coefficients;
    target.copy(coeff[0]).multiplyScalar(0.282095);
    target.addScaledVector(coeff[1], 0.488603 * y);
    target.addScaledVector(coeff[2], 0.488603 * z);
    target.addScaledVector(coeff[3], 0.488603 * x);
    target.addScaledVector(coeff[4], 1.092548 * (x * y));
    target.addScaledVector(coeff[5], 1.092548 * (y * z));
    target.addScaledVector(coeff[6], 0.315392 * (3 * z * z - 1));
    target.addScaledVector(coeff[7], 1.092548 * (x * z));
    target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
    return target;
  }
  /**
   * Returns the irradiance (radiance convolved with cosine lobe) in the
   * direction of the given normal.
   *
   * @param {Vector3} normal - The normal vector (assumed to be unit length)
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The irradiance.
   */
  getIrradianceAt(normal, target) {
    const x = normal.x, y = normal.y, z = normal.z;
    const coeff = this.coefficients;
    target.copy(coeff[0]).multiplyScalar(0.886227);
    target.addScaledVector(coeff[1], 2 * 0.511664 * y);
    target.addScaledVector(coeff[2], 2 * 0.511664 * z);
    target.addScaledVector(coeff[3], 2 * 0.511664 * x);
    target.addScaledVector(coeff[4], 2 * 0.429043 * x * y);
    target.addScaledVector(coeff[5], 2 * 0.429043 * y * z);
    target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708);
    target.addScaledVector(coeff[7], 2 * 0.429043 * x * z);
    target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y));
    return target;
  }
  /**
   * Adds the given SH to this instance.
   *
   * @param {SphericalHarmonics3} sh - The SH to add.
   * @return {SphericalHarmonics3} A reference to this spherical harmonics.
   */
  add(sh) {
    for (let i = 0; i < 9; i++) {
      this.coefficients[i].add(sh.coefficients[i]);
    }
    return this;
  }
  /**
   * A convenience method for performing {@link SphericalHarmonics3#add} and
   * {@link SphericalHarmonics3#scale} at once.
   *
   * @param {SphericalHarmonics3} sh - The SH to add.
   * @param {number} s - The scale factor.
   * @return {SphericalHarmonics3} A reference to this spherical harmonics.
   */
  addScaledSH(sh, s) {
    for (let i = 0; i < 9; i++) {
      this.coefficients[i].addScaledVector(sh.coefficients[i], s);
    }
    return this;
  }
  /**
   * Scales this SH by the given scale factor.
   *
   * @param {number} s - The scale factor.
   * @return {SphericalHarmonics3} A reference to this spherical harmonics.
   */
  scale(s) {
    for (let i = 0; i < 9; i++) {
      this.coefficients[i].multiplyScalar(s);
    }
    return this;
  }
  /**
   * Linear interpolates between the given SH and this instance by the given
   * alpha factor.
   *
   * @param {SphericalHarmonics3} sh - The SH to interpolate with.
   * @param {number} alpha - The alpha factor.
   * @return {SphericalHarmonics3} A reference to this spherical harmonics.
   */
  lerp(sh, alpha) {
    for (let i = 0; i < 9; i++) {
      this.coefficients[i].lerp(sh.coefficients[i], alpha);
    }
    return this;
  }
  /**
   * Returns `true` if this spherical harmonics is equal with the given one.
   *
   * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
   * @return {boolean} Whether this spherical harmonics is equal with the given one.
   */
  equals(sh) {
    for (let i = 0; i < 9; i++) {
      if (!this.coefficients[i].equals(sh.coefficients[i])) {
        return false;
      }
    }
    return true;
  }
  /**
   * Copies the values of the given spherical harmonics to this instance.
   *
   * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
   * @return {SphericalHarmonics3} A reference to this spherical harmonics.
   */
  copy(sh) {
    return this.set(sh.coefficients);
  }
  /**
   * Returns a new spherical harmonics with copied values from this instance.
   *
   * @return {SphericalHarmonics3} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Sets the SH coefficients of this instance from the given array.
   *
   * @param {Array<number>} array - An array holding the SH coefficients.
   * @param {number} [offset=0] - The array offset where to start copying.
   * @return {SphericalHarmonics3} A clone of this instance.
   */
  fromArray(array, offset = 0) {
    const coefficients = this.coefficients;
    for (let i = 0; i < 9; i++) {
      coefficients[i].fromArray(array, offset + i * 3);
    }
    return this;
  }
  /**
   * Returns an array with the SH coefficients, or copies them into the provided
   * array. The coefficients are represented as numbers.
   *
   * @param {Array<number>} [array=[]] - The target array.
   * @param {number} [offset=0] - The array offset where to start copying.
   * @return {Array<number>} An array with flat SH coefficients.
   */
  toArray(array = [], offset = 0) {
    const coefficients = this.coefficients;
    for (let i = 0; i < 9; i++) {
      coefficients[i].toArray(array, offset + i * 3);
    }
    return array;
  }
  /**
   * Computes the SH basis for the given normal vector.
   *
   * @param {Vector3} normal - The normal.
   * @param {Array<number>} shBasis - The target array holding the SH basis.
   */
  static getBasisAt(normal, shBasis) {
    const x = normal.x, y = normal.y, z = normal.z;
    shBasis[0] = 0.282095;
    shBasis[1] = 0.488603 * y;
    shBasis[2] = 0.488603 * z;
    shBasis[3] = 0.488603 * x;
    shBasis[4] = 1.092548 * x * y;
    shBasis[5] = 1.092548 * y * z;
    shBasis[6] = 0.315392 * (3 * z * z - 1);
    shBasis[7] = 1.092548 * x * z;
    shBasis[8] = 0.546274 * (x * x - y * y);
  }
};
var LightProbe = class extends Light {
  /**
   * Constructs a new light probe.
   *
   * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
   * @param {number} [intensity=1] - The light's strength/intensity.
   */
  constructor(sh = new SphericalHarmonics3(), intensity = 1) {
    super(void 0, intensity);
    this.isLightProbe = true;
    this.sh = sh;
  }
  copy(source) {
    super.copy(source);
    this.sh.copy(source.sh);
    return this;
  }
  toJSON(meta) {
    const data = super.toJSON(meta);
    data.object.sh = this.sh.toArray();
    return data;
  }
};
var MaterialLoader = class _MaterialLoader extends Loader {
  /**
   * Constructs a new material loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
    this.textures = {};
  }
  /**
   * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(Material)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
   * @param {onErrorCallback} onError - Executed when errors occur.
   */
  load(url, onLoad, onProgress, onError) {
    const scope = this;
    const loader = new FileLoader(scope.manager);
    loader.setPath(scope.path);
    loader.setRequestHeader(scope.requestHeader);
    loader.setWithCredentials(scope.withCredentials);
    loader.load(url, function(text) {
      try {
        onLoad(scope.parse(JSON.parse(text)));
      } catch (e) {
        if (onError) {
          onError(e);
        } else {
          error(e);
        }
        scope.manager.itemError(url);
      }
    }, onProgress, onError);
  }
  /**
   * Parses the given JSON object and returns a material.
   *
   * @param {Object} json - The serialized material.
   * @return {Material} The parsed material.
   */
  parse(json) {
    const textures = this.textures;
    function getTexture(name) {
      if (textures[name] === void 0) {
        warn("MaterialLoader: Undefined texture", name);
      }
      return textures[name];
    }
    const material = this.createMaterialFromType(json.type);
    if (json.uuid !== void 0) material.uuid = json.uuid;
    if (json.name !== void 0) material.name = json.name;
    if (json.color !== void 0 && material.color !== void 0) material.color.setHex(json.color);
    if (json.roughness !== void 0) material.roughness = json.roughness;
    if (json.metalness !== void 0) material.metalness = json.metalness;
    if (json.sheen !== void 0) material.sheen = json.sheen;
    if (json.sheenColor !== void 0) material.sheenColor = new Color().setHex(json.sheenColor);
    if (json.sheenRoughness !== void 0) material.sheenRoughness = json.sheenRoughness;
    if (json.emissive !== void 0 && material.emissive !== void 0) material.emissive.setHex(json.emissive);
    if (json.specular !== void 0 && material.specular !== void 0) material.specular.setHex(json.specular);
    if (json.specularIntensity !== void 0) material.specularIntensity = json.specularIntensity;
    if (json.specularColor !== void 0 && material.specularColor !== void 0) material.specularColor.setHex(json.specularColor);
    if (json.shininess !== void 0) material.shininess = json.shininess;
    if (json.clearcoat !== void 0) material.clearcoat = json.clearcoat;
    if (json.clearcoatRoughness !== void 0) material.clearcoatRoughness = json.clearcoatRoughness;
    if (json.dispersion !== void 0) material.dispersion = json.dispersion;
    if (json.iridescence !== void 0) material.iridescence = json.iridescence;
    if (json.iridescenceIOR !== void 0) material.iridescenceIOR = json.iridescenceIOR;
    if (json.iridescenceThicknessRange !== void 0) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
    if (json.transmission !== void 0) material.transmission = json.transmission;
    if (json.thickness !== void 0) material.thickness = json.thickness;
    if (json.attenuationDistance !== void 0) material.attenuationDistance = json.attenuationDistance;
    if (json.attenuationColor !== void 0 && material.attenuationColor !== void 0) material.attenuationColor.setHex(json.attenuationColor);
    if (json.anisotropy !== void 0) material.anisotropy = json.anisotropy;
    if (json.anisotropyRotation !== void 0) material.anisotropyRotation = json.anisotropyRotation;
    if (json.fog !== void 0) material.fog = json.fog;
    if (json.flatShading !== void 0) material.flatShading = json.flatShading;
    if (json.blending !== void 0) material.blending = json.blending;
    if (json.combine !== void 0) material.combine = json.combine;
    if (json.side !== void 0) material.side = json.side;
    if (json.shadowSide !== void 0) material.shadowSide = json.shadowSide;
    if (json.opacity !== void 0) material.opacity = json.opacity;
    if (json.transparent !== void 0) material.transparent = json.transparent;
    if (json.alphaTest !== void 0) material.alphaTest = json.alphaTest;
    if (json.alphaHash !== void 0) material.alphaHash = json.alphaHash;
    if (json.depthFunc !== void 0) material.depthFunc = json.depthFunc;
    if (json.depthTest !== void 0) material.depthTest = json.depthTest;
    if (json.depthWrite !== void 0) material.depthWrite = json.depthWrite;
    if (json.colorWrite !== void 0) material.colorWrite = json.colorWrite;
    if (json.blendSrc !== void 0) material.blendSrc = json.blendSrc;
    if (json.blendDst !== void 0) material.blendDst = json.blendDst;
    if (json.blendEquation !== void 0) material.blendEquation = json.blendEquation;
    if (json.blendSrcAlpha !== void 0) material.blendSrcAlpha = json.blendSrcAlpha;
    if (json.blendDstAlpha !== void 0) material.blendDstAlpha = json.blendDstAlpha;
    if (json.blendEquationAlpha !== void 0) material.blendEquationAlpha = json.blendEquationAlpha;
    if (json.blendColor !== void 0 && material.blendColor !== void 0) material.blendColor.setHex(json.blendColor);
    if (json.blendAlpha !== void 0) material.blendAlpha = json.blendAlpha;
    if (json.stencilWriteMask !== void 0) material.stencilWriteMask = json.stencilWriteMask;
    if (json.stencilFunc !== void 0) material.stencilFunc = json.stencilFunc;
    if (json.stencilRef !== void 0) material.stencilRef = json.stencilRef;
    if (json.stencilFuncMask !== void 0) material.stencilFuncMask = json.stencilFuncMask;
    if (json.stencilFail !== void 0) material.stencilFail = json.stencilFail;
    if (json.stencilZFail !== void 0) material.stencilZFail = json.stencilZFail;
    if (json.stencilZPass !== void 0) material.stencilZPass = json.stencilZPass;
    if (json.stencilWrite !== void 0) material.stencilWrite = json.stencilWrite;
    if (json.wireframe !== void 0) material.wireframe = json.wireframe;
    if (json.wireframeLinewidth !== void 0) material.wireframeLinewidth = json.wireframeLinewidth;
    if (json.wireframeLinecap !== void 0) material.wireframeLinecap = json.wireframeLinecap;
    if (json.wireframeLinejoin !== void 0) material.wireframeLinejoin = json.wireframeLinejoin;
    if (json.rotation !== void 0) material.rotation = json.rotation;
    if (json.linewidth !== void 0) material.linewidth = json.linewidth;
    if (json.dashSize !== void 0) material.dashSize = json.dashSize;
    if (json.gapSize !== void 0) material.gapSize = json.gapSize;
    if (json.scale !== void 0) material.scale = json.scale;
    if (json.polygonOffset !== void 0) material.polygonOffset = json.polygonOffset;
    if (json.polygonOffsetFactor !== void 0) material.polygonOffsetFactor = json.polygonOffsetFactor;
    if (json.polygonOffsetUnits !== void 0) material.polygonOffsetUnits = json.polygonOffsetUnits;
    if (json.dithering !== void 0) material.dithering = json.dithering;
    if (json.alphaToCoverage !== void 0) material.alphaToCoverage = json.alphaToCoverage;
    if (json.premultipliedAlpha !== void 0) material.premultipliedAlpha = json.premultipliedAlpha;
    if (json.forceSinglePass !== void 0) material.forceSinglePass = json.forceSinglePass;
    if (json.allowOverride !== void 0) material.allowOverride = json.allowOverride;
    if (json.visible !== void 0) material.visible = json.visible;
    if (json.toneMapped !== void 0) material.toneMapped = json.toneMapped;
    if (json.userData !== void 0) material.userData = json.userData;
    if (json.vertexColors !== void 0) {
      if (typeof json.vertexColors === "number") {
        material.vertexColors = json.vertexColors > 0 ? true : false;
      } else {
        material.vertexColors = json.vertexColors;
      }
    }
    if (json.uniforms !== void 0) {
      for (const name in json.uniforms) {
        const uniform = json.uniforms[name];
        material.uniforms[name] = {};
        switch (uniform.type) {
          case "t":
            material.uniforms[name].value = getTexture(uniform.value);
            break;
          case "c":
            material.uniforms[name].value = new Color().setHex(uniform.value);
            break;
          case "v2":
            material.uniforms[name].value = new Vector2().fromArray(uniform.value);
            break;
          case "v3":
            material.uniforms[name].value = new Vector3().fromArray(uniform.value);
            break;
          case "v4":
            material.uniforms[name].value = new Vector4().fromArray(uniform.value);
            break;
          case "m3":
            material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
            break;
          case "m4":
            material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
            break;
          default:
            material.uniforms[name].value = uniform.value;
        }
      }
    }
    if (json.defines !== void 0) material.defines = json.defines;
    if (json.vertexShader !== void 0) material.vertexShader = json.vertexShader;
    if (json.fragmentShader !== void 0) material.fragmentShader = json.fragmentShader;
    if (json.glslVersion !== void 0) material.glslVersion = json.glslVersion;
    if (json.extensions !== void 0) {
      for (const key in json.extensions) {
        material.extensions[key] = json.extensions[key];
      }
    }
    if (json.lights !== void 0) material.lights = json.lights;
    if (json.clipping !== void 0) material.clipping = json.clipping;
    if (json.size !== void 0) material.size = json.size;
    if (json.sizeAttenuation !== void 0) material.sizeAttenuation = json.sizeAttenuation;
    if (json.map !== void 0) material.map = getTexture(json.map);
    if (json.matcap !== void 0) material.matcap = getTexture(json.matcap);
    if (json.alphaMap !== void 0) material.alphaMap = getTexture(json.alphaMap);
    if (json.bumpMap !== void 0) material.bumpMap = getTexture(json.bumpMap);
    if (json.bumpScale !== void 0) material.bumpScale = json.bumpScale;
    if (json.normalMap !== void 0) material.normalMap = getTexture(json.normalMap);
    if (json.normalMapType !== void 0) material.normalMapType = json.normalMapType;
    if (json.normalScale !== void 0) {
      let normalScale = json.normalScale;
      if (Array.isArray(normalScale) === false) {
        normalScale = [normalScale, normalScale];
      }
      material.normalScale = new Vector2().fromArray(normalScale);
    }
    if (json.displacementMap !== void 0) material.displacementMap = getTexture(json.displacementMap);
    if (json.displacementScale !== void 0) material.displacementScale = json.displacementScale;
    if (json.displacementBias !== void 0) material.displacementBias = json.displacementBias;
    if (json.roughnessMap !== void 0) material.roughnessMap = getTexture(json.roughnessMap);
    if (json.metalnessMap !== void 0) material.metalnessMap = getTexture(json.metalnessMap);
    if (json.emissiveMap !== void 0) material.emissiveMap = getTexture(json.emissiveMap);
    if (json.emissiveIntensity !== void 0) material.emissiveIntensity = json.emissiveIntensity;
    if (json.specularMap !== void 0) material.specularMap = getTexture(json.specularMap);
    if (json.specularIntensityMap !== void 0) material.specularIntensityMap = getTexture(json.specularIntensityMap);
    if (json.specularColorMap !== void 0) material.specularColorMap = getTexture(json.specularColorMap);
    if (json.envMap !== void 0) material.envMap = getTexture(json.envMap);
    if (json.envMapRotation !== void 0) material.envMapRotation.fromArray(json.envMapRotation);
    if (json.envMapIntensity !== void 0) material.envMapIntensity = json.envMapIntensity;
    if (json.reflectivity !== void 0) material.reflectivity = json.reflectivity;
    if (json.refractionRatio !== void 0) material.refractionRatio = json.refractionRatio;
    if (json.lightMap !== void 0) material.lightMap = getTexture(json.lightMap);
    if (json.lightMapIntensity !== void 0) material.lightMapIntensity = json.lightMapIntensity;
    if (json.aoMap !== void 0) material.aoMap = getTexture(json.aoMap);
    if (json.aoMapIntensity !== void 0) material.aoMapIntensity = json.aoMapIntensity;
    if (json.gradientMap !== void 0) material.gradientMap = getTexture(json.gradientMap);
    if (json.clearcoatMap !== void 0) material.clearcoatMap = getTexture(json.clearcoatMap);
    if (json.clearcoatRoughnessMap !== void 0) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
    if (json.clearcoatNormalMap !== void 0) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
    if (json.clearcoatNormalScale !== void 0) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
    if (json.iridescenceMap !== void 0) material.iridescenceMap = getTexture(json.iridescenceMap);
    if (json.iridescenceThicknessMap !== void 0) material.iridescenceThicknessMap = getTexture(json.iridescenceThicknessMap);
    if (json.transmissionMap !== void 0) material.transmissionMap = getTexture(json.transmissionMap);
    if (json.thicknessMap !== void 0) material.thicknessMap = getTexture(json.thicknessMap);
    if (json.anisotropyMap !== void 0) material.anisotropyMap = getTexture(json.anisotropyMap);
    if (json.sheenColorMap !== void 0) material.sheenColorMap = getTexture(json.sheenColorMap);
    if (json.sheenRoughnessMap !== void 0) material.sheenRoughnessMap = getTexture(json.sheenRoughnessMap);
    return material;
  }
  /**
   * Textures are not embedded in the material JSON so they have
   * to be injected before the loading process starts.
   *
   * @param {Object} value - A dictionary holding textures for material properties.
   * @return {MaterialLoader} A reference to this material loader.
   */
  setTextures(value) {
    this.textures = value;
    return this;
  }
  /**
   * Creates a material for the given type.
   *
   * @param {string} type - The material type.
   * @return {Material} The new material.
   */
  createMaterialFromType(type) {
    return _MaterialLoader.createMaterialFromType(type);
  }
  /**
   * Creates a material for the given type.
   *
   * @static
   * @param {string} type - The material type.
   * @return {Material} The new material.
   */
  static createMaterialFromType(type) {
    const materialLib = {
      ShadowMaterial,
      SpriteMaterial,
      RawShaderMaterial,
      ShaderMaterial,
      PointsMaterial,
      MeshPhysicalMaterial,
      MeshStandardMaterial,
      MeshPhongMaterial,
      MeshToonMaterial,
      MeshNormalMaterial,
      MeshLambertMaterial,
      MeshDepthMaterial,
      MeshDistanceMaterial,
      MeshBasicMaterial,
      MeshMatcapMaterial,
      LineDashedMaterial,
      LineBasicMaterial,
      Material
    };
    return new materialLib[type]();
  }
};
var LoaderUtils = class {
  /**
   * Extracts the base URL from the given URL.
   *
   * @param {string} url -The URL to extract the base URL from.
   * @return {string} The extracted base URL.
   */
  static extractUrlBase(url) {
    const index = url.lastIndexOf("/");
    if (index === -1) return "./";
    return url.slice(0, index + 1);
  }
  /**
   * Resolves relative URLs against the given path. Absolute paths, data urls,
   * and blob URLs will be returned as is. Invalid URLs will return an empty
   * string.
   *
   * @param {string} url -The URL to resolve.
   * @param {string} path - The base path for relative URLs to be resolved against.
   * @return {string} The resolved URL.
   */
  static resolveURL(url, path) {
    if (typeof url !== "string" || url === "") return "";
    if (/^https?:\/\//i.test(path) && /^\//.test(url)) {
      path = path.replace(/(^https?:\/\/[^\/]+).*/i, "$1");
    }
    if (/^(https?:)?\/\//i.test(url)) return url;
    if (/^data:.*,.*$/i.test(url)) return url;
    if (/^blob:.*$/i.test(url)) return url;
    return path + url;
  }
};
var InstancedBufferGeometry = class extends BufferGeometry {
  /**
   * Constructs a new instanced buffer geometry.
   */
  constructor() {
    super();
    this.isInstancedBufferGeometry = true;
    this.type = "InstancedBufferGeometry";
    this.instanceCount = Infinity;
  }
  copy(source) {
    super.copy(source);
    this.instanceCount = source.instanceCount;
    return this;
  }
  toJSON() {
    const data = super.toJSON();
    data.instanceCount = this.instanceCount;
    data.isInstancedBufferGeometry = true;
    return data;
  }
};
var BufferGeometryLoader = class extends Loader {
  /**
   * Constructs a new geometry loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
   * @param {onErrorCallback} onError - Executed when errors occur.
   */
  load(url, onLoad, onProgress, onError) {
    const scope = this;
    const loader = new FileLoader(scope.manager);
    loader.setPath(scope.path);
    loader.setRequestHeader(scope.requestHeader);
    loader.setWithCredentials(scope.withCredentials);
    loader.load(url, function(text) {
      try {
        onLoad(scope.parse(JSON.parse(text)));
      } catch (e) {
        if (onError) {
          onError(e);
        } else {
          error(e);
        }
        scope.manager.itemError(url);
      }
    }, onProgress, onError);
  }
  /**
   * Parses the given JSON object and returns a geometry.
   *
   * @param {Object} json - The serialized geometry.
   * @return {BufferGeometry} The parsed geometry.
   */
  parse(json) {
    const interleavedBufferMap = {};
    const arrayBufferMap = {};
    function getInterleavedBuffer(json2, uuid) {
      if (interleavedBufferMap[uuid] !== void 0) return interleavedBufferMap[uuid];
      const interleavedBuffers = json2.interleavedBuffers;
      const interleavedBuffer = interleavedBuffers[uuid];
      const buffer = getArrayBuffer(json2, interleavedBuffer.buffer);
      const array = getTypedArray(interleavedBuffer.type, buffer);
      const ib = new InterleavedBuffer(array, interleavedBuffer.stride);
      ib.uuid = interleavedBuffer.uuid;
      interleavedBufferMap[uuid] = ib;
      return ib;
    }
    function getArrayBuffer(json2, uuid) {
      if (arrayBufferMap[uuid] !== void 0) return arrayBufferMap[uuid];
      const arrayBuffers = json2.arrayBuffers;
      const arrayBuffer = arrayBuffers[uuid];
      const ab = new Uint32Array(arrayBuffer).buffer;
      arrayBufferMap[uuid] = ab;
      return ab;
    }
    const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
    const index = json.data.index;
    if (index !== void 0) {
      const typedArray = getTypedArray(index.type, index.array);
      geometry.setIndex(new BufferAttribute(typedArray, 1));
    }
    const attributes = json.data.attributes;
    for (const key in attributes) {
      const attribute = attributes[key];
      let bufferAttribute;
      if (attribute.isInterleavedBufferAttribute) {
        const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
        bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
      } else {
        const typedArray = getTypedArray(attribute.type, attribute.array);
        const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
        bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
      }
      if (attribute.name !== void 0) bufferAttribute.name = attribute.name;
      if (attribute.usage !== void 0) bufferAttribute.setUsage(attribute.usage);
      geometry.setAttribute(key, bufferAttribute);
    }
    const morphAttributes = json.data.morphAttributes;
    if (morphAttributes) {
      for (const key in morphAttributes) {
        const attributeArray = morphAttributes[key];
        const array = [];
        for (let i = 0, il = attributeArray.length; i < il; i++) {
          const attribute = attributeArray[i];
          let bufferAttribute;
          if (attribute.isInterleavedBufferAttribute) {
            const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
            bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
          } else {
            const typedArray = getTypedArray(attribute.type, attribute.array);
            bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
          }
          if (attribute.name !== void 0) bufferAttribute.name = attribute.name;
          array.push(bufferAttribute);
        }
        geometry.morphAttributes[key] = array;
      }
    }
    const morphTargetsRelative = json.data.morphTargetsRelative;
    if (morphTargetsRelative) {
      geometry.morphTargetsRelative = true;
    }
    const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
    if (groups !== void 0) {
      for (let i = 0, n = groups.length; i !== n; ++i) {
        const group = groups[i];
        geometry.addGroup(group.start, group.count, group.materialIndex);
      }
    }
    const boundingSphere = json.data.boundingSphere;
    if (boundingSphere !== void 0) {
      geometry.boundingSphere = new Sphere().fromJSON(boundingSphere);
    }
    if (json.name) geometry.name = json.name;
    if (json.userData) geometry.userData = json.userData;
    return geometry;
  }
};
var ObjectLoader = class extends Loader {
  /**
   * Constructs a new object loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
   * @param {onErrorCallback} onError - Executed when errors occur.
   */
  load(url, onLoad, onProgress, onError) {
    const scope = this;
    const path = this.path === "" ? LoaderUtils.extractUrlBase(url) : this.path;
    this.resourcePath = this.resourcePath || path;
    const loader = new FileLoader(this.manager);
    loader.setPath(this.path);
    loader.setRequestHeader(this.requestHeader);
    loader.setWithCredentials(this.withCredentials);
    loader.load(url, function(text) {
      let json = null;
      try {
        json = JSON.parse(text);
      } catch (error2) {
        if (onError !== void 0) onError(error2);
        error2("ObjectLoader: Can't parse " + url + ".", error2.message);
        return;
      }
      const metadata = json.metadata;
      if (metadata === void 0 || metadata.type === void 0 || metadata.type.toLowerCase() === "geometry") {
        if (onError !== void 0) onError(new Error("THREE.ObjectLoader: Can't load " + url));
        error("ObjectLoader: Can't load " + url);
        return;
      }
      scope.parse(json, onLoad);
    }, onProgress, onError);
  }
  /**
   * Async version of {@link ObjectLoader#load}.
   *
   * @async
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
   * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
   */
  async loadAsync(url, onProgress) {
    const scope = this;
    const path = this.path === "" ? LoaderUtils.extractUrlBase(url) : this.path;
    this.resourcePath = this.resourcePath || path;
    const loader = new FileLoader(this.manager);
    loader.setPath(this.path);
    loader.setRequestHeader(this.requestHeader);
    loader.setWithCredentials(this.withCredentials);
    const text = await loader.loadAsync(url, onProgress);
    const json = JSON.parse(text);
    const metadata = json.metadata;
    if (metadata === void 0 || metadata.type === void 0 || metadata.type.toLowerCase() === "geometry") {
      throw new Error("THREE.ObjectLoader: Can't load " + url);
    }
    return await scope.parseAsync(json);
  }
  /**
   * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
   * but can also be used directly to parse a previously loaded JSON structure.
   *
   * @param {Object} json - The serialized 3D object.
   * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
   * @return {Object3D} The parsed 3D object.
   */
  parse(json, onLoad) {
    const animations = this.parseAnimations(json.animations);
    const shapes = this.parseShapes(json.shapes);
    const geometries = this.parseGeometries(json.geometries, shapes);
    const images = this.parseImages(json.images, function() {
      if (onLoad !== void 0) onLoad(object);
    });
    const textures = this.parseTextures(json.textures, images);
    const materials = this.parseMaterials(json.materials, textures);
    const object = this.parseObject(json.object, geometries, materials, textures, animations);
    const skeletons = this.parseSkeletons(json.skeletons, object);
    this.bindSkeletons(object, skeletons);
    this.bindLightTargets(object);
    if (onLoad !== void 0) {
      let hasImages = false;
      for (const uuid in images) {
        if (images[uuid].data instanceof HTMLImageElement) {
          hasImages = true;
          break;
        }
      }
      if (hasImages === false) onLoad(object);
    }
    return object;
  }
  /**
   * Async version of {@link ObjectLoader#parse}.
   *
   * @param {Object} json - The serialized 3D object.
   * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
   */
  async parseAsync(json) {
    const animations = this.parseAnimations(json.animations);
    const shapes = this.parseShapes(json.shapes);
    const geometries = this.parseGeometries(json.geometries, shapes);
    const images = await this.parseImagesAsync(json.images);
    const textures = this.parseTextures(json.textures, images);
    const materials = this.parseMaterials(json.materials, textures);
    const object = this.parseObject(json.object, geometries, materials, textures, animations);
    const skeletons = this.parseSkeletons(json.skeletons, object);
    this.bindSkeletons(object, skeletons);
    this.bindLightTargets(object);
    return object;
  }
  // internals
  parseShapes(json) {
    const shapes = {};
    if (json !== void 0) {
      for (let i = 0, l = json.length; i < l; i++) {
        const shape = new Shape().fromJSON(json[i]);
        shapes[shape.uuid] = shape;
      }
    }
    return shapes;
  }
  parseSkeletons(json, object) {
    const skeletons = {};
    const bones = {};
    object.traverse(function(child) {
      if (child.isBone) bones[child.uuid] = child;
    });
    if (json !== void 0) {
      for (let i = 0, l = json.length; i < l; i++) {
        const skeleton = new Skeleton().fromJSON(json[i], bones);
        skeletons[skeleton.uuid] = skeleton;
      }
    }
    return skeletons;
  }
  parseGeometries(json, shapes) {
    const geometries = {};
    if (json !== void 0) {
      const bufferGeometryLoader = new BufferGeometryLoader();
      for (let i = 0, l = json.length; i < l; i++) {
        let geometry;
        const data = json[i];
        switch (data.type) {
          case "BufferGeometry":
          case "InstancedBufferGeometry":
            geometry = bufferGeometryLoader.parse(data);
            break;
          default:
            if (data.type in Geometries) {
              geometry = Geometries[data.type].fromJSON(data, shapes);
            } else {
              warn(`ObjectLoader: Unsupported geometry type "${data.type}"`);
            }
        }
        geometry.uuid = data.uuid;
        if (data.name !== void 0) geometry.name = data.name;
        if (data.userData !== void 0) geometry.userData = data.userData;
        geometries[data.uuid] = geometry;
      }
    }
    return geometries;
  }
  parseMaterials(json, textures) {
    const cache = {};
    const materials = {};
    if (json !== void 0) {
      const loader = new MaterialLoader();
      loader.setTextures(textures);
      for (let i = 0, l = json.length; i < l; i++) {
        const data = json[i];
        if (cache[data.uuid] === void 0) {
          cache[data.uuid] = loader.parse(data);
        }
        materials[data.uuid] = cache[data.uuid];
      }
    }
    return materials;
  }
  parseAnimations(json) {
    const animations = {};
    if (json !== void 0) {
      for (let i = 0; i < json.length; i++) {
        const data = json[i];
        const clip = AnimationClip.parse(data);
        animations[clip.uuid] = clip;
      }
    }
    return animations;
  }
  parseImages(json, onLoad) {
    const scope = this;
    const images = {};
    let loader;
    function loadImage(url) {
      scope.manager.itemStart(url);
      return loader.load(url, function() {
        scope.manager.itemEnd(url);
      }, void 0, function() {
        scope.manager.itemError(url);
        scope.manager.itemEnd(url);
      });
    }
    function deserializeImage(image) {
      if (typeof image === "string") {
        const url = image;
        const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
        return loadImage(path);
      } else {
        if (image.data) {
          return {
            data: getTypedArray(image.type, image.data),
            width: image.width,
            height: image.height
          };
        } else {
          return null;
        }
      }
    }
    if (json !== void 0 && json.length > 0) {
      const manager = new LoadingManager(onLoad);
      loader = new ImageLoader(manager);
      loader.setCrossOrigin(this.crossOrigin);
      for (let i = 0, il = json.length; i < il; i++) {
        const image = json[i];
        const url = image.url;
        if (Array.isArray(url)) {
          const imageArray = [];
          for (let j = 0, jl = url.length; j < jl; j++) {
            const currentUrl = url[j];
            const deserializedImage = deserializeImage(currentUrl);
            if (deserializedImage !== null) {
              if (deserializedImage instanceof HTMLImageElement) {
                imageArray.push(deserializedImage);
              } else {
                imageArray.push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
              }
            }
          }
          images[image.uuid] = new Source(imageArray);
        } else {
          const deserializedImage = deserializeImage(image.url);
          images[image.uuid] = new Source(deserializedImage);
        }
      }
    }
    return images;
  }
  async parseImagesAsync(json) {
    const scope = this;
    const images = {};
    let loader;
    async function deserializeImage(image) {
      if (typeof image === "string") {
        const url = image;
        const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
        return await loader.loadAsync(path);
      } else {
        if (image.data) {
          return {
            data: getTypedArray(image.type, image.data),
            width: image.width,
            height: image.height
          };
        } else {
          return null;
        }
      }
    }
    if (json !== void 0 && json.length > 0) {
      loader = new ImageLoader(this.manager);
      loader.setCrossOrigin(this.crossOrigin);
      for (let i = 0, il = json.length; i < il; i++) {
        const image = json[i];
        const url = image.url;
        if (Array.isArray(url)) {
          const imageArray = [];
          for (let j = 0, jl = url.length; j < jl; j++) {
            const currentUrl = url[j];
            const deserializedImage = await deserializeImage(currentUrl);
            if (deserializedImage !== null) {
              if (deserializedImage instanceof HTMLImageElement) {
                imageArray.push(deserializedImage);
              } else {
                imageArray.push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
              }
            }
          }
          images[image.uuid] = new Source(imageArray);
        } else {
          const deserializedImage = await deserializeImage(image.url);
          images[image.uuid] = new Source(deserializedImage);
        }
      }
    }
    return images;
  }
  parseTextures(json, images) {
    function parseConstant(value, type) {
      if (typeof value === "number") return value;
      warn("ObjectLoader.parseTexture: Constant should be in numeric form.", value);
      return type[value];
    }
    const textures = {};
    if (json !== void 0) {
      for (let i = 0, l = json.length; i < l; i++) {
        const data = json[i];
        if (data.image === void 0) {
          warn('ObjectLoader: No "image" specified for', data.uuid);
        }
        if (images[data.image] === void 0) {
          warn("ObjectLoader: Undefined image", data.image);
        }
        const source = images[data.image];
        const image = source.data;
        let texture;
        if (Array.isArray(image)) {
          texture = new CubeTexture();
          if (image.length === 6) texture.needsUpdate = true;
        } else {
          if (image && image.data) {
            texture = new DataTexture();
          } else {
            texture = new Texture();
          }
          if (image) texture.needsUpdate = true;
        }
        texture.source = source;
        texture.uuid = data.uuid;
        if (data.name !== void 0) texture.name = data.name;
        if (data.mapping !== void 0) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);
        if (data.channel !== void 0) texture.channel = data.channel;
        if (data.offset !== void 0) texture.offset.fromArray(data.offset);
        if (data.repeat !== void 0) texture.repeat.fromArray(data.repeat);
        if (data.center !== void 0) texture.center.fromArray(data.center);
        if (data.rotation !== void 0) texture.rotation = data.rotation;
        if (data.wrap !== void 0) {
          texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
          texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
        }
        if (data.format !== void 0) texture.format = data.format;
        if (data.internalFormat !== void 0) texture.internalFormat = data.internalFormat;
        if (data.type !== void 0) texture.type = data.type;
        if (data.colorSpace !== void 0) texture.colorSpace = data.colorSpace;
        if (data.minFilter !== void 0) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
        if (data.magFilter !== void 0) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
        if (data.anisotropy !== void 0) texture.anisotropy = data.anisotropy;
        if (data.flipY !== void 0) texture.flipY = data.flipY;
        if (data.generateMipmaps !== void 0) texture.generateMipmaps = data.generateMipmaps;
        if (data.premultiplyAlpha !== void 0) texture.premultiplyAlpha = data.premultiplyAlpha;
        if (data.unpackAlignment !== void 0) texture.unpackAlignment = data.unpackAlignment;
        if (data.compareFunction !== void 0) texture.compareFunction = data.compareFunction;
        if (data.userData !== void 0) texture.userData = data.userData;
        textures[data.uuid] = texture;
      }
    }
    return textures;
  }
  parseObject(data, geometries, materials, textures, animations) {
    let object;
    function getGeometry(name) {
      if (geometries[name] === void 0) {
        warn("ObjectLoader: Undefined geometry", name);
      }
      return geometries[name];
    }
    function getMaterial(name) {
      if (name === void 0) return void 0;
      if (Array.isArray(name)) {
        const array = [];
        for (let i = 0, l = name.length; i < l; i++) {
          const uuid = name[i];
          if (materials[uuid] === void 0) {
            warn("ObjectLoader: Undefined material", uuid);
          }
          array.push(materials[uuid]);
        }
        return array;
      }
      if (materials[name] === void 0) {
        warn("ObjectLoader: Undefined material", name);
      }
      return materials[name];
    }
    function getTexture(uuid) {
      if (textures[uuid] === void 0) {
        warn("ObjectLoader: Undefined texture", uuid);
      }
      return textures[uuid];
    }
    let geometry, material;
    switch (data.type) {
      case "Scene":
        object = new Scene();
        if (data.background !== void 0) {
          if (Number.isInteger(data.background)) {
            object.background = new Color(data.background);
          } else {
            object.background = getTexture(data.background);
          }
        }
        if (data.environment !== void 0) {
          object.environment = getTexture(data.environment);
        }
        if (data.fog !== void 0) {
          if (data.fog.type === "Fog") {
            object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);
          } else if (data.fog.type === "FogExp2") {
            object.fog = new FogExp2(data.fog.color, data.fog.density);
          }
          if (data.fog.name !== "") {
            object.fog.name = data.fog.name;
          }
        }
        if (data.backgroundBlurriness !== void 0) object.backgroundBlurriness = data.backgroundBlurriness;
        if (data.backgroundIntensity !== void 0) object.backgroundIntensity = data.backgroundIntensity;
        if (data.backgroundRotation !== void 0) object.backgroundRotation.fromArray(data.backgroundRotation);
        if (data.environmentIntensity !== void 0) object.environmentIntensity = data.environmentIntensity;
        if (data.environmentRotation !== void 0) object.environmentRotation.fromArray(data.environmentRotation);
        break;
      case "PerspectiveCamera":
        object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
        if (data.focus !== void 0) object.focus = data.focus;
        if (data.zoom !== void 0) object.zoom = data.zoom;
        if (data.filmGauge !== void 0) object.filmGauge = data.filmGauge;
        if (data.filmOffset !== void 0) object.filmOffset = data.filmOffset;
        if (data.view !== void 0) object.view = Object.assign({}, data.view);
        break;
      case "OrthographicCamera":
        object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
        if (data.zoom !== void 0) object.zoom = data.zoom;
        if (data.view !== void 0) object.view = Object.assign({}, data.view);
        break;
      case "AmbientLight":
        object = new AmbientLight(data.color, data.intensity);
        break;
      case "DirectionalLight":
        object = new DirectionalLight(data.color, data.intensity);
        object.target = data.target || "";
        break;
      case "PointLight":
        object = new PointLight(data.color, data.intensity, data.distance, data.decay);
        break;
      case "RectAreaLight":
        object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
        break;
      case "SpotLight":
        object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
        object.target = data.target || "";
        break;
      case "HemisphereLight":
        object = new HemisphereLight(data.color, data.groundColor, data.intensity);
        break;
      case "LightProbe":
        const sh = new SphericalHarmonics3().fromArray(data.sh);
        object = new LightProbe(sh, data.intensity);
        break;
      case "SkinnedMesh":
        geometry = getGeometry(data.geometry);
        material = getMaterial(data.material);
        object = new SkinnedMesh(geometry, material);
        if (data.bindMode !== void 0) object.bindMode = data.bindMode;
        if (data.bindMatrix !== void 0) object.bindMatrix.fromArray(data.bindMatrix);
        if (data.skeleton !== void 0) object.skeleton = data.skeleton;
        break;
      case "Mesh":
        geometry = getGeometry(data.geometry);
        material = getMaterial(data.material);
        object = new Mesh(geometry, material);
        break;
      case "InstancedMesh":
        geometry = getGeometry(data.geometry);
        material = getMaterial(data.material);
        const count = data.count;
        const instanceMatrix = data.instanceMatrix;
        const instanceColor = data.instanceColor;
        object = new InstancedMesh(geometry, material, count);
        object.instanceMatrix = new InstancedBufferAttribute(new Float32Array(instanceMatrix.array), 16);
        if (instanceColor !== void 0) object.instanceColor = new InstancedBufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize);
        break;
      case "BatchedMesh":
        geometry = getGeometry(data.geometry);
        material = getMaterial(data.material);
        object = new BatchedMesh(data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material);
        object.geometry = geometry;
        object.perObjectFrustumCulled = data.perObjectFrustumCulled;
        object.sortObjects = data.sortObjects;
        object._drawRanges = data.drawRanges;
        object._reservedRanges = data.reservedRanges;
        object._geometryInfo = data.geometryInfo.map((info) => {
          let box = null;
          let sphere = null;
          if (info.boundingBox !== void 0) {
            box = new Box3().fromJSON(info.boundingBox);
          }
          if (info.boundingSphere !== void 0) {
            sphere = new Sphere().fromJSON(info.boundingSphere);
          }
          return {
            ...info,
            boundingBox: box,
            boundingSphere: sphere
          };
        });
        object._instanceInfo = data.instanceInfo;
        object._availableInstanceIds = data._availableInstanceIds;
        object._availableGeometryIds = data._availableGeometryIds;
        object._nextIndexStart = data.nextIndexStart;
        object._nextVertexStart = data.nextVertexStart;
        object._geometryCount = data.geometryCount;
        object._maxInstanceCount = data.maxInstanceCount;
        object._maxVertexCount = data.maxVertexCount;
        object._maxIndexCount = data.maxIndexCount;
        object._geometryInitialized = data.geometryInitialized;
        object._matricesTexture = getTexture(data.matricesTexture.uuid);
        object._indirectTexture = getTexture(data.indirectTexture.uuid);
        if (data.colorsTexture !== void 0) {
          object._colorsTexture = getTexture(data.colorsTexture.uuid);
        }
        if (data.boundingSphere !== void 0) {
          object.boundingSphere = new Sphere().fromJSON(data.boundingSphere);
        }
        if (data.boundingBox !== void 0) {
          object.boundingBox = new Box3().fromJSON(data.boundingBox);
        }
        break;
      case "LOD":
        object = new LOD();
        break;
      case "Line":
        object = new Line(getGeometry(data.geometry), getMaterial(data.material));
        break;
      case "LineLoop":
        object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
        break;
      case "LineSegments":
        object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
        break;
      case "PointCloud":
      case "Points":
        object = new Points(getGeometry(data.geometry), getMaterial(data.material));
        break;
      case "Sprite":
        object = new Sprite(getMaterial(data.material));
        break;
      case "Group":
        object = new Group();
        break;
      case "Bone":
        object = new Bone();
        break;
      default:
        object = new Object3D();
    }
    object.uuid = data.uuid;
    if (data.name !== void 0) object.name = data.name;
    if (data.matrix !== void 0) {
      object.matrix.fromArray(data.matrix);
      if (data.matrixAutoUpdate !== void 0) object.matrixAutoUpdate = data.matrixAutoUpdate;
      if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);
    } else {
      if (data.position !== void 0) object.position.fromArray(data.position);
      if (data.rotation !== void 0) object.rotation.fromArray(data.rotation);
      if (data.quaternion !== void 0) object.quaternion.fromArray(data.quaternion);
      if (data.scale !== void 0) object.scale.fromArray(data.scale);
    }
    if (data.up !== void 0) object.up.fromArray(data.up);
    if (data.castShadow !== void 0) object.castShadow = data.castShadow;
    if (data.receiveShadow !== void 0) object.receiveShadow = data.receiveShadow;
    if (data.shadow) {
      if (data.shadow.intensity !== void 0) object.shadow.intensity = data.shadow.intensity;
      if (data.shadow.bias !== void 0) object.shadow.bias = data.shadow.bias;
      if (data.shadow.normalBias !== void 0) object.shadow.normalBias = data.shadow.normalBias;
      if (data.shadow.radius !== void 0) object.shadow.radius = data.shadow.radius;
      if (data.shadow.mapSize !== void 0) object.shadow.mapSize.fromArray(data.shadow.mapSize);
      if (data.shadow.camera !== void 0) object.shadow.camera = this.parseObject(data.shadow.camera);
    }
    if (data.visible !== void 0) object.visible = data.visible;
    if (data.frustumCulled !== void 0) object.frustumCulled = data.frustumCulled;
    if (data.renderOrder !== void 0) object.renderOrder = data.renderOrder;
    if (data.userData !== void 0) object.userData = data.userData;
    if (data.layers !== void 0) object.layers.mask = data.layers;
    if (data.children !== void 0) {
      const children = data.children;
      for (let i = 0; i < children.length; i++) {
        object.add(this.parseObject(children[i], geometries, materials, textures, animations));
      }
    }
    if (data.animations !== void 0) {
      const objectAnimations = data.animations;
      for (let i = 0; i < objectAnimations.length; i++) {
        const uuid = objectAnimations[i];
        object.animations.push(animations[uuid]);
      }
    }
    if (data.type === "LOD") {
      if (data.autoUpdate !== void 0) object.autoUpdate = data.autoUpdate;
      const levels = data.levels;
      for (let l = 0; l < levels.length; l++) {
        const level = levels[l];
        const child = object.getObjectByProperty("uuid", level.object);
        if (child !== void 0) {
          object.addLevel(child, level.distance, level.hysteresis);
        }
      }
    }
    return object;
  }
  bindSkeletons(object, skeletons) {
    if (Object.keys(skeletons).length === 0) return;
    object.traverse(function(child) {
      if (child.isSkinnedMesh === true && child.skeleton !== void 0) {
        const skeleton = skeletons[child.skeleton];
        if (skeleton === void 0) {
          warn("ObjectLoader: No skeleton found with UUID:", child.skeleton);
        } else {
          child.bind(skeleton, child.bindMatrix);
        }
      }
    });
  }
  bindLightTargets(object) {
    object.traverse(function(child) {
      if (child.isDirectionalLight || child.isSpotLight) {
        const uuid = child.target;
        const target = object.getObjectByProperty("uuid", uuid);
        if (target !== void 0) {
          child.target = target;
        } else {
          child.target = new Object3D();
        }
      }
    });
  }
};
var TEXTURE_MAPPING = {
  UVMapping,
  CubeReflectionMapping,
  CubeRefractionMapping,
  EquirectangularReflectionMapping,
  EquirectangularRefractionMapping,
  CubeUVReflectionMapping
};
var TEXTURE_WRAPPING = {
  RepeatWrapping,
  ClampToEdgeWrapping,
  MirroredRepeatWrapping
};
var TEXTURE_FILTER = {
  NearestFilter,
  NearestMipmapNearestFilter,
  NearestMipmapLinearFilter,
  LinearFilter,
  LinearMipmapNearestFilter,
  LinearMipmapLinearFilter
};
var _errorMap = /* @__PURE__ */ new WeakMap();
var ImageBitmapLoader = class extends Loader {
  /**
   * Constructs a new image bitmap loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
    this.isImageBitmapLoader = true;
    if (typeof createImageBitmap === "undefined") {
      warn("ImageBitmapLoader: createImageBitmap() not supported.");
    }
    if (typeof fetch === "undefined") {
      warn("ImageBitmapLoader: fetch() not supported.");
    }
    this.options = { premultiplyAlpha: "none" };
    this._abortController = new AbortController();
  }
  /**
   * Sets the given loader options. The structure of the object must match the `options` parameter of
   * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
   *
   * @param {Object} options - The loader options to set.
   * @return {ImageBitmapLoader} A reference to this image bitmap loader.
   */
  setOptions(options) {
    this.options = options;
    return this;
  }
  /**
   * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Unsupported in this loader.
   * @param {onErrorCallback} onError - Executed when errors occur.
   * @return {ImageBitmap|undefined} The image bitmap.
   */
  load(url, onLoad, onProgress, onError) {
    if (url === void 0) url = "";
    if (this.path !== void 0) url = this.path + url;
    url = this.manager.resolveURL(url);
    const scope = this;
    const cached = Cache.get(`image-bitmap:${url}`);
    if (cached !== void 0) {
      scope.manager.itemStart(url);
      if (cached.then) {
        cached.then((imageBitmap) => {
          if (_errorMap.has(cached) === true) {
            if (onError) onError(_errorMap.get(cached));
            scope.manager.itemError(url);
            scope.manager.itemEnd(url);
          } else {
            if (onLoad) onLoad(imageBitmap);
            scope.manager.itemEnd(url);
            return imageBitmap;
          }
        });
        return;
      }
      setTimeout(function() {
        if (onLoad) onLoad(cached);
        scope.manager.itemEnd(url);
      }, 0);
      return cached;
    }
    const fetchOptions = {};
    fetchOptions.credentials = this.crossOrigin === "anonymous" ? "same-origin" : "include";
    fetchOptions.headers = this.requestHeader;
    fetchOptions.signal = typeof AbortSignal.any === "function" ? AbortSignal.any([this._abortController.signal, this.manager.abortController.signal]) : this._abortController.signal;
    const promise = fetch(url, fetchOptions).then(function(res) {
      return res.blob();
    }).then(function(blob) {
      return createImageBitmap(blob, Object.assign(scope.options, { colorSpaceConversion: "none" }));
    }).then(function(imageBitmap) {
      Cache.add(`image-bitmap:${url}`, imageBitmap);
      if (onLoad) onLoad(imageBitmap);
      scope.manager.itemEnd(url);
      return imageBitmap;
    }).catch(function(e) {
      if (onError) onError(e);
      _errorMap.set(promise, e);
      Cache.remove(`image-bitmap:${url}`);
      scope.manager.itemError(url);
      scope.manager.itemEnd(url);
    });
    Cache.add(`image-bitmap:${url}`, promise);
    scope.manager.itemStart(url);
  }
  /**
   * Aborts ongoing fetch requests.
   *
   * @return {ImageBitmapLoader} A reference to this instance.
   */
  abort() {
    this._abortController.abort();
    this._abortController = new AbortController();
    return this;
  }
};
var _context;
var AudioContext = class {
  /**
   * Returns the global native audio context.
   *
   * @return {AudioContext} The native audio context.
   */
  static getContext() {
    if (_context === void 0) {
      _context = new (window.AudioContext || window.webkitAudioContext)();
    }
    return _context;
  }
  /**
   * Allows to set the global native audio context from outside.
   *
   * @param {AudioContext} value - The native context to set.
   */
  static setContext(value) {
    _context = value;
  }
};
var AudioLoader = class extends Loader {
  /**
   * Constructs a new audio loader.
   *
   * @param {LoadingManager} [manager] - The loading manager.
   */
  constructor(manager) {
    super(manager);
  }
  /**
   * Starts loading from the given URL and passes the loaded audio buffer
   * to the `onLoad()` callback.
   *
   * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
   * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
   * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
   * @param {onErrorCallback} onError - Executed when errors occur.
   */
  load(url, onLoad, onProgress, onError) {
    const scope = this;
    const loader = new FileLoader(this.manager);
    loader.setResponseType("arraybuffer");
    loader.setPath(this.path);
    loader.setRequestHeader(this.requestHeader);
    loader.setWithCredentials(this.withCredentials);
    loader.load(url, function(buffer) {
      try {
        const bufferCopy = buffer.slice(0);
        const context = AudioContext.getContext();
        context.decodeAudioData(bufferCopy, function(audioBuffer) {
          onLoad(audioBuffer);
        }).catch(handleError);
      } catch (e) {
        handleError(e);
      }
    }, onProgress, onError);
    function handleError(e) {
      if (onError) {
        onError(e);
      } else {
        error(e);
      }
      scope.manager.itemError(url);
    }
  }
};
var _eyeRight = new Matrix4();
var _eyeLeft = new Matrix4();
var _projectionMatrix = new Matrix4();
var StereoCamera = class {
  /**
   * Constructs a new stereo camera.
   */
  constructor() {
    this.type = "StereoCamera";
    this.aspect = 1;
    this.eyeSep = 0.064;
    this.cameraL = new PerspectiveCamera();
    this.cameraL.layers.enable(1);
    this.cameraL.matrixAutoUpdate = false;
    this.cameraR = new PerspectiveCamera();
    this.cameraR.layers.enable(2);
    this.cameraR.matrixAutoUpdate = false;
    this._cache = {
      focus: null,
      fov: null,
      aspect: null,
      near: null,
      far: null,
      zoom: null,
      eyeSep: null
    };
  }
  /**
   * Updates the stereo camera based on the given perspective camera.
   *
   * @param {PerspectiveCamera} camera - The perspective camera.
   */
  update(camera) {
    const cache = this._cache;
    const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
    if (needsUpdate) {
      cache.focus = camera.focus;
      cache.fov = camera.fov;
      cache.aspect = camera.aspect * this.aspect;
      cache.near = camera.near;
      cache.far = camera.far;
      cache.zoom = camera.zoom;
      cache.eyeSep = this.eyeSep;
      _projectionMatrix.copy(camera.projectionMatrix);
      const eyeSepHalf = cache.eyeSep / 2;
      const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
      const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom;
      let xmin, xmax;
      _eyeLeft.elements[12] = -eyeSepHalf;
      _eyeRight.elements[12] = eyeSepHalf;
      xmin = -ymax * cache.aspect + eyeSepOnProjection;
      xmax = ymax * cache.aspect + eyeSepOnProjection;
      _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
      _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
      this.cameraL.projectionMatrix.copy(_projectionMatrix);
      xmin = -ymax * cache.aspect - eyeSepOnProjection;
      xmax = ymax * cache.aspect - eyeSepOnProjection;
      _projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
      _projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
      this.cameraR.projectionMatrix.copy(_projectionMatrix);
    }
    this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
    this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
  }
};
var ArrayCamera = class extends PerspectiveCamera {
  /**
   * Constructs a new array camera.
   *
   * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
   */
  constructor(array = []) {
    super();
    this.isArrayCamera = true;
    this.isMultiViewCamera = false;
    this.cameras = array;
  }
};
var Clock = class {
  /**
   * Constructs a new clock.
   *
   * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
   * `getDelta()` is called for the first time.
   */
  constructor(autoStart = true) {
    this.autoStart = autoStart;
    this.startTime = 0;
    this.oldTime = 0;
    this.elapsedTime = 0;
    this.running = false;
  }
  /**
   * Starts the clock. When `autoStart` is set to `true`, the method is automatically
   * called by the class.
   */
  start() {
    this.startTime = performance.now();
    this.oldTime = this.startTime;
    this.elapsedTime = 0;
    this.running = true;
  }
  /**
   * Stops the clock.
   */
  stop() {
    this.getElapsedTime();
    this.running = false;
    this.autoStart = false;
  }
  /**
   * Returns the elapsed time in seconds.
   *
   * @return {number} The elapsed time.
   */
  getElapsedTime() {
    this.getDelta();
    return this.elapsedTime;
  }
  /**
   * Returns the delta time in seconds.
   *
   * @return {number} The delta time.
   */
  getDelta() {
    let diff = 0;
    if (this.autoStart && !this.running) {
      this.start();
      return 0;
    }
    if (this.running) {
      const newTime = performance.now();
      diff = (newTime - this.oldTime) / 1e3;
      this.oldTime = newTime;
      this.elapsedTime += diff;
    }
    return diff;
  }
};
var _position$1 = new Vector3();
var _quaternion$1 = new Quaternion();
var _scale$1 = new Vector3();
var _forward = new Vector3();
var _up = new Vector3();
var AudioListener = class extends Object3D {
  /**
   * Constructs a new audio listener.
   */
  constructor() {
    super();
    this.type = "AudioListener";
    this.context = AudioContext.getContext();
    this.gain = this.context.createGain();
    this.gain.connect(this.context.destination);
    this.filter = null;
    this.timeDelta = 0;
    this._clock = new Clock();
  }
  /**
   * Returns the listener's input node.
   *
   * This method is used by other audio nodes to connect to this listener.
   *
   * @return {GainNode} The input node.
   */
  getInput() {
    return this.gain;
  }
  /**
   * Removes the current filter from this listener.
   *
   * @return {AudioListener} A reference to this listener.
   */
  removeFilter() {
    if (this.filter !== null) {
      this.gain.disconnect(this.filter);
      this.filter.disconnect(this.context.destination);
      this.gain.connect(this.context.destination);
      this.filter = null;
    }
    return this;
  }
  /**
   * Returns the current set filter.
   *
   * @return {?AudioNode} The filter.
   */
  getFilter() {
    return this.filter;
  }
  /**
   * Sets the given filter to this listener.
   *
   * @param {AudioNode} value - The filter to set.
   * @return {AudioListener} A reference to this listener.
   */
  setFilter(value) {
    if (this.filter !== null) {
      this.gain.disconnect(this.filter);
      this.filter.disconnect(this.context.destination);
    } else {
      this.gain.disconnect(this.context.destination);
    }
    this.filter = value;
    this.gain.connect(this.filter);
    this.filter.connect(this.context.destination);
    return this;
  }
  /**
   * Returns the applications master volume.
   *
   * @return {number} The master volume.
   */
  getMasterVolume() {
    return this.gain.gain.value;
  }
  /**
   * Sets the applications master volume. This volume setting affects
   * all audio nodes in the scene.
   *
   * @param {number} value - The master volume to set.
   * @return {AudioListener} A reference to this listener.
   */
  setMasterVolume(value) {
    this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
    return this;
  }
  updateMatrixWorld(force) {
    super.updateMatrixWorld(force);
    const listener = this.context.listener;
    this.timeDelta = this._clock.getDelta();
    this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1);
    _forward.set(0, 0, -1).applyQuaternion(_quaternion$1);
    _up.set(0, 1, 0).applyQuaternion(_quaternion$1);
    if (listener.positionX) {
      const endTime = this.context.currentTime + this.timeDelta;
      listener.positionX.linearRampToValueAtTime(_position$1.x, endTime);
      listener.positionY.linearRampToValueAtTime(_position$1.y, endTime);
      listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime);
      listener.forwardX.linearRampToValueAtTime(_forward.x, endTime);
      listener.forwardY.linearRampToValueAtTime(_forward.y, endTime);
      listener.forwardZ.linearRampToValueAtTime(_forward.z, endTime);
      listener.upX.linearRampToValueAtTime(_up.x, endTime);
      listener.upY.linearRampToValueAtTime(_up.y, endTime);
      listener.upZ.linearRampToValueAtTime(_up.z, endTime);
    } else {
      listener.setPosition(_position$1.x, _position$1.y, _position$1.z);
      listener.setOrientation(_forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z);
    }
  }
};
var Audio = class extends Object3D {
  /**
   * Constructs a new audio.
   *
   * @param {AudioListener} listener - The global audio listener.
   */
  constructor(listener) {
    super();
    this.type = "Audio";
    this.listener = listener;
    this.context = listener.context;
    this.gain = this.context.createGain();
    this.gain.connect(listener.getInput());
    this.autoplay = false;
    this.buffer = null;
    this.detune = 0;
    this.loop = false;
    this.loopStart = 0;
    this.loopEnd = 0;
    this.offset = 0;
    this.duration = void 0;
    this.playbackRate = 1;
    this.isPlaying = false;
    this.hasPlaybackControl = true;
    this.source = null;
    this.sourceType = "empty";
    this._startedAt = 0;
    this._progress = 0;
    this._connected = false;
    this.filters = [];
  }
  /**
   * Returns the output audio node.
   *
   * @return {GainNode} The output node.
   */
  getOutput() {
    return this.gain;
  }
  /**
   * Sets the given audio node as the source of this instance.
   *
   * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
   *
   * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
   * @return {Audio} A reference to this instance.
   */
  setNodeSource(audioNode) {
    this.hasPlaybackControl = false;
    this.sourceType = "audioNode";
    this.source = audioNode;
    this.connect();
    return this;
  }
  /**
   * Sets the given media element as the source of this instance.
   *
   * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
   *
   * @param {HTMLMediaElement} mediaElement - The media element.
   * @return {Audio} A reference to this instance.
   */
  setMediaElementSource(mediaElement) {
    this.hasPlaybackControl = false;
    this.sourceType = "mediaNode";
    this.source = this.context.createMediaElementSource(mediaElement);
    this.connect();
    return this;
  }
  /**
   * Sets the given media stream as the source of this instance.
   *
   * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
   *
   * @param {MediaStream} mediaStream - The media stream.
   * @return {Audio} A reference to this instance.
   */
  setMediaStreamSource(mediaStream) {
    this.hasPlaybackControl = false;
    this.sourceType = "mediaStreamNode";
    this.source = this.context.createMediaStreamSource(mediaStream);
    this.connect();
    return this;
  }
  /**
   * Sets the given audio buffer as the source of this instance.
   *
   * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
   *
   * @param {AudioBuffer} audioBuffer - The audio buffer.
   * @return {Audio} A reference to this instance.
   */
  setBuffer(audioBuffer) {
    this.buffer = audioBuffer;
    this.sourceType = "buffer";
    if (this.autoplay) this.play();
    return this;
  }
  /**
   * Starts the playback of the audio.
   *
   * Can only be used with compatible audio sources that allow playback control.
   *
   * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
   * @return {Audio|undefined} A reference to this instance.
   */
  play(delay = 0) {
    if (this.isPlaying === true) {
      warn("Audio: Audio is already playing.");
      return;
    }
    if (this.hasPlaybackControl === false) {
      warn("Audio: this Audio has no playback control.");
      return;
    }
    this._startedAt = this.context.currentTime + delay;
    const source = this.context.createBufferSource();
    source.buffer = this.buffer;
    source.loop = this.loop;
    source.loopStart = this.loopStart;
    source.loopEnd = this.loopEnd;
    source.onended = this.onEnded.bind(this);
    source.start(this._startedAt, this._progress + this.offset, this.duration);
    this.isPlaying = true;
    this.source = source;
    this.setDetune(this.detune);
    this.setPlaybackRate(this.playbackRate);
    return this.connect();
  }
  /**
   * Pauses the playback of the audio.
   *
   * Can only be used with compatible audio sources that allow playback control.
   *
   * @return {Audio|undefined} A reference to this instance.
   */
  pause() {
    if (this.hasPlaybackControl === false) {
      warn("Audio: this Audio has no playback control.");
      return;
    }
    if (this.isPlaying === true) {
      this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;
      if (this.loop === true) {
        this._progress = this._progress % (this.duration || this.buffer.duration);
      }
      this.source.stop();
      this.source.onended = null;
      this.isPlaying = false;
    }
    return this;
  }
  /**
   * Stops the playback of the audio.
   *
   * Can only be used with compatible audio sources that allow playback control.
   *
   * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
   * @return {Audio|undefined} A reference to this instance.
   */
  stop(delay = 0) {
    if (this.hasPlaybackControl === false) {
      warn("Audio: this Audio has no playback control.");
      return;
    }
    this._progress = 0;
    if (this.source !== null) {
      this.source.stop(this.context.currentTime + delay);
      this.source.onended = null;
    }
    this.isPlaying = false;
    return this;
  }
  /**
   * Connects to the audio source. This is used internally on
   * initialisation and when setting / removing filters.
   *
   * @return {Audio} A reference to this instance.
   */
  connect() {
    if (this.filters.length > 0) {
      this.source.connect(this.filters[0]);
      for (let i = 1, l = this.filters.length; i < l; i++) {
        this.filters[i - 1].connect(this.filters[i]);
      }
      this.filters[this.filters.length - 1].connect(this.getOutput());
    } else {
      this.source.connect(this.getOutput());
    }
    this._connected = true;
    return this;
  }
  /**
   * Disconnects to the audio source. This is used internally on
   * initialisation and when setting / removing filters.
   *
   * @return {Audio|undefined} A reference to this instance.
   */
  disconnect() {
    if (this._connected === false) {
      return;
    }
    if (this.filters.length > 0) {
      this.source.disconnect(this.filters[0]);
      for (let i = 1, l = this.filters.length; i < l; i++) {
        this.filters[i - 1].disconnect(this.filters[i]);
      }
      this.filters[this.filters.length - 1].disconnect(this.getOutput());
    } else {
      this.source.disconnect(this.getOutput());
    }
    this._connected = false;
    return this;
  }
  /**
   * Returns the current set filters.
   *
   * @return {Array<AudioNode>} The list of filters.
   */
  getFilters() {
    return this.filters;
  }
  /**
   * Sets an array of filters and connects them with the audio source.
   *
   * @param {Array<AudioNode>} [value] - A list of filters.
   * @return {Audio} A reference to this instance.
   */
  setFilters(value) {
    if (!value) value = [];
    if (this._connected === true) {
      this.disconnect();
      this.filters = value.slice();
      this.connect();
    } else {
      this.filters = value.slice();
    }
    return this;
  }
  /**
   * Defines the detuning of oscillation in cents.
   *
   * @param {number} value - The detuning of oscillation in cents.
   * @return {Audio} A reference to this instance.
   */
  setDetune(value) {
    this.detune = value;
    if (this.isPlaying === true && this.source.detune !== void 0) {
      this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
    }
    return this;
  }
  /**
   * Returns the detuning of oscillation in cents.
   *
   * @return {number} The detuning of oscillation in cents.
   */
  getDetune() {
    return this.detune;
  }
  /**
   * Returns the first filter in the list of filters.
   *
   * @return {AudioNode|undefined} The first filter in the list of filters.
   */
  getFilter() {
    return this.getFilters()[0];
  }
  /**
   * Applies a single filter node to the audio.
   *
   * @param {AudioNode} [filter] - The filter to set.
   * @return {Audio} A reference to this instance.
   */
  setFilter(filter) {
    return this.setFilters(filter ? [filter] : []);
  }
  /**
   * Sets the playback rate.
   *
   * Can only be used with compatible audio sources that allow playback control.
   *
   * @param {number} [value] - The playback rate to set.
   * @return {Audio|undefined} A reference to this instance.
   */
  setPlaybackRate(value) {
    if (this.hasPlaybackControl === false) {
      warn("Audio: this Audio has no playback control.");
      return;
    }
    this.playbackRate = value;
    if (this.isPlaying === true) {
      this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
    }
    return this;
  }
  /**
  	 * Returns the current playback rate.
  
  	 * @return {number} The playback rate.
  	 */
  getPlaybackRate() {
    return this.playbackRate;
  }
  /**
   * Automatically called when playback finished.
   */
  onEnded() {
    this.isPlaying = false;
    this._progress = 0;
  }
  /**
   * Returns the loop flag.
   *
   * Can only be used with compatible audio sources that allow playback control.
   *
   * @return {boolean} Whether the audio should loop or not.
   */
  getLoop() {
    if (this.hasPlaybackControl === false) {
      warn("Audio: this Audio has no playback control.");
      return false;
    }
    return this.loop;
  }
  /**
   * Sets the loop flag.
   *
   * Can only be used with compatible audio sources that allow playback control.
   *
   * @param {boolean} value - Whether the audio should loop or not.
   * @return {Audio|undefined} A reference to this instance.
   */
  setLoop(value) {
    if (this.hasPlaybackControl === false) {
      warn("Audio: this Audio has no playback control.");
      return;
    }
    this.loop = value;
    if (this.isPlaying === true) {
      this.source.loop = this.loop;
    }
    return this;
  }
  /**
   * Sets the loop start value which defines where in the audio buffer the replay should
   * start, in seconds.
   *
   * @param {number} value - The loop start value.
   * @return {Audio} A reference to this instance.
   */
  setLoopStart(value) {
    this.loopStart = value;
    return this;
  }
  /**
   * Sets the loop end value which defines where in the audio buffer the replay should
   * stop, in seconds.
   *
   * @param {number} value - The loop end value.
   * @return {Audio} A reference to this instance.
   */
  setLoopEnd(value) {
    this.loopEnd = value;
    return this;
  }
  /**
   * Returns the volume.
   *
   * @return {number} The volume.
   */
  getVolume() {
    return this.gain.gain.value;
  }
  /**
   * Sets the volume.
   *
   * @param {number} value - The volume to set.
   * @return {Audio} A reference to this instance.
   */
  setVolume(value) {
    this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
    return this;
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    if (source.sourceType !== "buffer") {
      warn("Audio: Audio source type cannot be copied.");
      return this;
    }
    this.autoplay = source.autoplay;
    this.buffer = source.buffer;
    this.detune = source.detune;
    this.loop = source.loop;
    this.loopStart = source.loopStart;
    this.loopEnd = source.loopEnd;
    this.offset = source.offset;
    this.duration = source.duration;
    this.playbackRate = source.playbackRate;
    this.hasPlaybackControl = source.hasPlaybackControl;
    this.sourceType = source.sourceType;
    this.filters = source.filters.slice();
    return this;
  }
  clone(recursive) {
    return new this.constructor(this.listener).copy(this, recursive);
  }
};
var _position = new Vector3();
var _quaternion = new Quaternion();
var _scale = new Vector3();
var _orientation = new Vector3();
var PositionalAudio = class extends Audio {
  /**
   * Constructs a positional audio.
   *
   * @param {AudioListener} listener - The global audio listener.
   */
  constructor(listener) {
    super(listener);
    this.panner = this.context.createPanner();
    this.panner.panningModel = "HRTF";
    this.panner.connect(this.gain);
  }
  connect() {
    super.connect();
    this.panner.connect(this.gain);
    return this;
  }
  disconnect() {
    super.disconnect();
    this.panner.disconnect(this.gain);
    return this;
  }
  getOutput() {
    return this.panner;
  }
  /**
   * Returns the current reference distance.
   *
   * @return {number} The reference distance.
   */
  getRefDistance() {
    return this.panner.refDistance;
  }
  /**
   * Defines the reference distance for reducing volume as the audio source moves
   * further from the listener – i.e. the distance at which the volume reduction
   * starts taking effect.
   *
   * @param {number} value - The reference distance to set.
   * @return {PositionalAudio} A reference to this instance.
   */
  setRefDistance(value) {
    this.panner.refDistance = value;
    return this;
  }
  /**
   * Returns the current rolloff factor.
   *
   * @return {number} The rolloff factor.
   */
  getRolloffFactor() {
    return this.panner.rolloffFactor;
  }
  /**
   * Defines how quickly the volume is reduced as the source moves away from the listener.
   *
   * @param {number} value - The rolloff factor.
   * @return {PositionalAudio} A reference to this instance.
   */
  setRolloffFactor(value) {
    this.panner.rolloffFactor = value;
    return this;
  }
  /**
   * Returns the current distance model.
   *
   * @return {('linear'|'inverse'|'exponential')} The distance model.
   */
  getDistanceModel() {
    return this.panner.distanceModel;
  }
  /**
   * Defines which algorithm to use to reduce the volume of the audio source
   * as it moves away from the listener.
   *
   * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
   * for more details.
   *
   * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
   * @return {PositionalAudio} A reference to this instance.
   */
  setDistanceModel(value) {
    this.panner.distanceModel = value;
    return this;
  }
  /**
   * Returns the current max distance.
   *
   * @return {number} The max distance.
   */
  getMaxDistance() {
    return this.panner.maxDistance;
  }
  /**
   * Defines the maximum distance between the audio source and the listener,
   * after which the volume is not reduced any further.
   *
   * This value is used only by the `linear` distance model.
   *
   * @param {number} value - The max distance.
   * @return {PositionalAudio} A reference to this instance.
   */
  setMaxDistance(value) {
    this.panner.maxDistance = value;
    return this;
  }
  /**
   * Sets the directional cone in which the audio can be listened.
   *
   * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
   * @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` parameter.
   * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
   * @return {PositionalAudio} A reference to this instance.
   */
  setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
    this.panner.coneInnerAngle = coneInnerAngle;
    this.panner.coneOuterAngle = coneOuterAngle;
    this.panner.coneOuterGain = coneOuterGain;
    return this;
  }
  updateMatrixWorld(force) {
    super.updateMatrixWorld(force);
    if (this.hasPlaybackControl === true && this.isPlaying === false) return;
    this.matrixWorld.decompose(_position, _quaternion, _scale);
    _orientation.set(0, 0, 1).applyQuaternion(_quaternion);
    const panner = this.panner;
    if (panner.positionX) {
      const endTime = this.context.currentTime + this.listener.timeDelta;
      panner.positionX.linearRampToValueAtTime(_position.x, endTime);
      panner.positionY.linearRampToValueAtTime(_position.y, endTime);
      panner.positionZ.linearRampToValueAtTime(_position.z, endTime);
      panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime);
      panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime);
      panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime);
    } else {
      panner.setPosition(_position.x, _position.y, _position.z);
      panner.setOrientation(_orientation.x, _orientation.y, _orientation.z);
    }
  }
};
var AudioAnalyser = class {
  /**
   * Constructs a new audio analyzer.
   *
   * @param {Audio} audio - The audio to analyze.
   * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
   */
  constructor(audio, fftSize = 2048) {
    this.analyser = audio.context.createAnalyser();
    this.analyser.fftSize = fftSize;
    this.data = new Uint8Array(this.analyser.frequencyBinCount);
    audio.getOutput().connect(this.analyser);
  }
  /**
   * Returns an array with frequency data of the audio.
   *
   * Each item in the array represents the decibel value for a specific frequency.
   * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
   * For example, for 48000 sample rate, the last item of the array will represent
   * the decibel value for 24000 Hz.
   *
   * @return {Uint8Array} The frequency data.
   */
  getFrequencyData() {
    this.analyser.getByteFrequencyData(this.data);
    return this.data;
  }
  /**
   * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
   *
   * @return {number} The average frequency.
   */
  getAverageFrequency() {
    let value = 0;
    const data = this.getFrequencyData();
    for (let i = 0; i < data.length; i++) {
      value += data[i];
    }
    return value / data.length;
  }
};
var PropertyMixer = class {
  /**
   * Constructs a new property mixer.
   *
   * @param {PropertyBinding} binding - The property binding.
   * @param {string} typeName - The keyframe track type name.
   * @param {number} valueSize - The keyframe track value size.
   */
  constructor(binding, typeName, valueSize) {
    this.binding = binding;
    this.valueSize = valueSize;
    let mixFunction, mixFunctionAdditive, setIdentity;
    switch (typeName) {
      case "quaternion":
        mixFunction = this._slerp;
        mixFunctionAdditive = this._slerpAdditive;
        setIdentity = this._setAdditiveIdentityQuaternion;
        this.buffer = new Float64Array(valueSize * 6);
        this._workIndex = 5;
        break;
      case "string":
      case "bool":
        mixFunction = this._select;
        mixFunctionAdditive = this._select;
        setIdentity = this._setAdditiveIdentityOther;
        this.buffer = new Array(valueSize * 5);
        break;
      default:
        mixFunction = this._lerp;
        mixFunctionAdditive = this._lerpAdditive;
        setIdentity = this._setAdditiveIdentityNumeric;
        this.buffer = new Float64Array(valueSize * 5);
    }
    this._mixBufferRegion = mixFunction;
    this._mixBufferRegionAdditive = mixFunctionAdditive;
    this._setIdentity = setIdentity;
    this._origIndex = 3;
    this._addIndex = 4;
    this.cumulativeWeight = 0;
    this.cumulativeWeightAdditive = 0;
    this.useCount = 0;
    this.referenceCount = 0;
  }
  /**
   * Accumulates data in the `incoming` region into `accu<i>`.
   *
   * @param {number} accuIndex - The accumulation index.
   * @param {number} weight - The weight.
   */
  accumulate(accuIndex, weight) {
    const buffer = this.buffer, stride = this.valueSize, offset = accuIndex * stride + stride;
    let currentWeight = this.cumulativeWeight;
    if (currentWeight === 0) {
      for (let i = 0; i !== stride; ++i) {
        buffer[offset + i] = buffer[i];
      }
      currentWeight = weight;
    } else {
      currentWeight += weight;
      const mix = weight / currentWeight;
      this._mixBufferRegion(buffer, offset, 0, mix, stride);
    }
    this.cumulativeWeight = currentWeight;
  }
  /**
   * Accumulates data in the `incoming` region into `add`.
   *
   * @param {number} weight - The weight.
   */
  accumulateAdditive(weight) {
    const buffer = this.buffer, stride = this.valueSize, offset = stride * this._addIndex;
    if (this.cumulativeWeightAdditive === 0) {
      this._setIdentity();
    }
    this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
    this.cumulativeWeightAdditive += weight;
  }
  /**
   * Applies the state of `accu<i>` to the binding when accus differ.
   *
   * @param {number} accuIndex - The accumulation index.
   */
  apply(accuIndex) {
    const stride = this.valueSize, buffer = this.buffer, offset = accuIndex * stride + stride, weight = this.cumulativeWeight, weightAdditive = this.cumulativeWeightAdditive, binding = this.binding;
    this.cumulativeWeight = 0;
    this.cumulativeWeightAdditive = 0;
    if (weight < 1) {
      const originalValueOffset = stride * this._origIndex;
      this._mixBufferRegion(
        buffer,
        offset,
        originalValueOffset,
        1 - weight,
        stride
      );
    }
    if (weightAdditive > 0) {
      this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
    }
    for (let i = stride, e = stride + stride; i !== e; ++i) {
      if (buffer[i] !== buffer[i + stride]) {
        binding.setValue(buffer, offset);
        break;
      }
    }
  }
  /**
   * Remembers the state of the bound property and copy it to both accus.
   */
  saveOriginalState() {
    const binding = this.binding;
    const buffer = this.buffer, stride = this.valueSize, originalValueOffset = stride * this._origIndex;
    binding.getValue(buffer, originalValueOffset);
    for (let i = stride, e = originalValueOffset; i !== e; ++i) {
      buffer[i] = buffer[originalValueOffset + i % stride];
    }
    this._setIdentity();
    this.cumulativeWeight = 0;
    this.cumulativeWeightAdditive = 0;
  }
  /**
   * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
   */
  restoreOriginalState() {
    const originalValueOffset = this.valueSize * 3;
    this.binding.setValue(this.buffer, originalValueOffset);
  }
  // internals
  _setAdditiveIdentityNumeric() {
    const startIndex = this._addIndex * this.valueSize;
    const endIndex = startIndex + this.valueSize;
    for (let i = startIndex; i < endIndex; i++) {
      this.buffer[i] = 0;
    }
  }
  _setAdditiveIdentityQuaternion() {
    this._setAdditiveIdentityNumeric();
    this.buffer[this._addIndex * this.valueSize + 3] = 1;
  }
  _setAdditiveIdentityOther() {
    const startIndex = this._origIndex * this.valueSize;
    const targetIndex = this._addIndex * this.valueSize;
    for (let i = 0; i < this.valueSize; i++) {
      this.buffer[targetIndex + i] = this.buffer[startIndex + i];
    }
  }
  // mix functions
  _select(buffer, dstOffset, srcOffset, t, stride) {
    if (t >= 0.5) {
      for (let i = 0; i !== stride; ++i) {
        buffer[dstOffset + i] = buffer[srcOffset + i];
      }
    }
  }
  _slerp(buffer, dstOffset, srcOffset, t) {
    Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
  }
  _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
    const workOffset = this._workIndex * stride;
    Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset);
    Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
  }
  _lerp(buffer, dstOffset, srcOffset, t, stride) {
    const s = 1 - t;
    for (let i = 0; i !== stride; ++i) {
      const j = dstOffset + i;
      buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
    }
  }
  _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
    for (let i = 0; i !== stride; ++i) {
      const j = dstOffset + i;
      buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
    }
  }
};
var _RESERVED_CHARS_RE = "\\[\\]\\.:\\/";
var _reservedRe = new RegExp("[" + _RESERVED_CHARS_RE + "]", "g");
var _wordChar = "[^" + _RESERVED_CHARS_RE + "]";
var _wordCharOrDot = "[^" + _RESERVED_CHARS_RE.replace("\\.", "") + "]";
var _directoryRe = /((?:WC+[\/:])*)/.source.replace("WC", _wordChar);
var _nodeRe = /(WCOD+)?/.source.replace("WCOD", _wordCharOrDot);
var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC", _wordChar);
var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace("WC", _wordChar);
var _trackRe = new RegExp(
  "^" + _directoryRe + _nodeRe + _objectRe + _propertyRe + "$"
);
var _supportedObjectNames = ["material", "materials", "bones", "map"];
var Composite = class {
  constructor(targetGroup, path, optionalParsedPath) {
    const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
    this._targetGroup = targetGroup;
    this._bindings = targetGroup.subscribe_(path, parsedPath);
  }
  getValue(array, offset) {
    this.bind();
    const firstValidIndex = this._targetGroup.nCachedObjects_, binding = this._bindings[firstValidIndex];
    if (binding !== void 0) binding.getValue(array, offset);
  }
  setValue(array, offset) {
    const bindings = this._bindings;
    for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
      bindings[i].setValue(array, offset);
    }
  }
  bind() {
    const bindings = this._bindings;
    for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
      bindings[i].bind();
    }
  }
  unbind() {
    const bindings = this._bindings;
    for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
      bindings[i].unbind();
    }
  }
};
var PropertyBinding = class _PropertyBinding {
  /**
   * Constructs a new property binding.
   *
   * @param {Object} rootNode - The root node.
   * @param {string} path - The path.
   * @param {?Object} [parsedPath] - The parsed path.
   */
  constructor(rootNode, path, parsedPath) {
    this.path = path;
    this.parsedPath = parsedPath || _PropertyBinding.parseTrackName(path);
    this.node = _PropertyBinding.findNode(rootNode, this.parsedPath.nodeName);
    this.rootNode = rootNode;
    this.getValue = this._getValue_unbound;
    this.setValue = this._setValue_unbound;
  }
  /**
   * Factory method for creating a property binding from the given parameters.
   *
   * @static
   * @param {Object} root - The root node.
   * @param {string} path - The path.
   * @param {?Object} [parsedPath] - The parsed path.
   * @return {PropertyBinding|Composite} The created property binding or composite.
   */
  static create(root, path, parsedPath) {
    if (!(root && root.isAnimationObjectGroup)) {
      return new _PropertyBinding(root, path, parsedPath);
    } else {
      return new _PropertyBinding.Composite(root, path, parsedPath);
    }
  }
  /**
   * Replaces spaces with underscores and removes unsupported characters from
   * node names, to ensure compatibility with parseTrackName().
   *
   * @param {string} name - Node name to be sanitized.
   * @return {string} The sanitized node name.
   */
  static sanitizeNodeName(name) {
    return name.replace(/\s/g, "_").replace(_reservedRe, "");
  }
  /**
   * Parses the given track name (an object path to an animated property) and
   * returns an object with information about the path. Matches strings in the following forms:
   *
   * - nodeName.property
   * - nodeName.property[accessor]
   * - nodeName.material.property[accessor]
   * - uuid.property[accessor]
   * - uuid.objectName[objectIndex].propertyName[propertyIndex]
   * - parentName/nodeName.property
   * - parentName/parentName/nodeName.property[index]
   * - .bone[Armature.DEF_cog].position
   * - scene:helium_balloon_model:helium_balloon_model.position
   *
   * @static
   * @param {string} trackName - The track name to parse.
   * @return {Object} The parsed track name as an object.
   */
  static parseTrackName(trackName) {
    const matches = _trackRe.exec(trackName);
    if (matches === null) {
      throw new Error("PropertyBinding: Cannot parse trackName: " + trackName);
    }
    const results = {
      // directoryName: matches[ 1 ], // (tschw) currently unused
      nodeName: matches[2],
      objectName: matches[3],
      objectIndex: matches[4],
      propertyName: matches[5],
      // required
      propertyIndex: matches[6]
    };
    const lastDot = results.nodeName && results.nodeName.lastIndexOf(".");
    if (lastDot !== void 0 && lastDot !== -1) {
      const objectName = results.nodeName.substring(lastDot + 1);
      if (_supportedObjectNames.indexOf(objectName) !== -1) {
        results.nodeName = results.nodeName.substring(0, lastDot);
        results.objectName = objectName;
      }
    }
    if (results.propertyName === null || results.propertyName.length === 0) {
      throw new Error("PropertyBinding: can not parse propertyName from trackName: " + trackName);
    }
    return results;
  }
  /**
   * Searches for a node in the hierarchy of the given root object by the given
   * node name.
   *
   * @static
   * @param {Object} root - The root object.
   * @param {string|number} nodeName - The name of the node.
   * @return {?Object} The found node. Returns `null` if no object was found.
   */
  static findNode(root, nodeName) {
    if (nodeName === void 0 || nodeName === "" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
      return root;
    }
    if (root.skeleton) {
      const bone = root.skeleton.getBoneByName(nodeName);
      if (bone !== void 0) {
        return bone;
      }
    }
    if (root.children) {
      const searchNodeSubtree = function(children) {
        for (let i = 0; i < children.length; i++) {
          const childNode = children[i];
          if (childNode.name === nodeName || childNode.uuid === nodeName) {
            return childNode;
          }
          const result = searchNodeSubtree(childNode.children);
          if (result) return result;
        }
        return null;
      };
      const subTreeNode = searchNodeSubtree(root.children);
      if (subTreeNode) {
        return subTreeNode;
      }
    }
    return null;
  }
  // these are used to "bind" a nonexistent property
  _getValue_unavailable() {
  }
  _setValue_unavailable() {
  }
  // Getters
  _getValue_direct(buffer, offset) {
    buffer[offset] = this.targetObject[this.propertyName];
  }
  _getValue_array(buffer, offset) {
    const source = this.resolvedProperty;
    for (let i = 0, n = source.length; i !== n; ++i) {
      buffer[offset++] = source[i];
    }
  }
  _getValue_arrayElement(buffer, offset) {
    buffer[offset] = this.resolvedProperty[this.propertyIndex];
  }
  _getValue_toArray(buffer, offset) {
    this.resolvedProperty.toArray(buffer, offset);
  }
  // Direct
  _setValue_direct(buffer, offset) {
    this.targetObject[this.propertyName] = buffer[offset];
  }
  _setValue_direct_setNeedsUpdate(buffer, offset) {
    this.targetObject[this.propertyName] = buffer[offset];
    this.targetObject.needsUpdate = true;
  }
  _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
    this.targetObject[this.propertyName] = buffer[offset];
    this.targetObject.matrixWorldNeedsUpdate = true;
  }
  // EntireArray
  _setValue_array(buffer, offset) {
    const dest = this.resolvedProperty;
    for (let i = 0, n = dest.length; i !== n; ++i) {
      dest[i] = buffer[offset++];
    }
  }
  _setValue_array_setNeedsUpdate(buffer, offset) {
    const dest = this.resolvedProperty;
    for (let i = 0, n = dest.length; i !== n; ++i) {
      dest[i] = buffer[offset++];
    }
    this.targetObject.needsUpdate = true;
  }
  _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
    const dest = this.resolvedProperty;
    for (let i = 0, n = dest.length; i !== n; ++i) {
      dest[i] = buffer[offset++];
    }
    this.targetObject.matrixWorldNeedsUpdate = true;
  }
  // ArrayElement
  _setValue_arrayElement(buffer, offset) {
    this.resolvedProperty[this.propertyIndex] = buffer[offset];
  }
  _setValue_arrayElement_setNeedsUpdate(buffer, offset) {
    this.resolvedProperty[this.propertyIndex] = buffer[offset];
    this.targetObject.needsUpdate = true;
  }
  _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
    this.resolvedProperty[this.propertyIndex] = buffer[offset];
    this.targetObject.matrixWorldNeedsUpdate = true;
  }
  // HasToFromArray
  _setValue_fromArray(buffer, offset) {
    this.resolvedProperty.fromArray(buffer, offset);
  }
  _setValue_fromArray_setNeedsUpdate(buffer, offset) {
    this.resolvedProperty.fromArray(buffer, offset);
    this.targetObject.needsUpdate = true;
  }
  _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
    this.resolvedProperty.fromArray(buffer, offset);
    this.targetObject.matrixWorldNeedsUpdate = true;
  }
  _getValue_unbound(targetArray, offset) {
    this.bind();
    this.getValue(targetArray, offset);
  }
  _setValue_unbound(sourceArray, offset) {
    this.bind();
    this.setValue(sourceArray, offset);
  }
  /**
   * Creates a getter / setter pair for the property tracked by this binding.
   */
  bind() {
    let targetObject = this.node;
    const parsedPath = this.parsedPath;
    const objectName = parsedPath.objectName;
    const propertyName = parsedPath.propertyName;
    let propertyIndex = parsedPath.propertyIndex;
    if (!targetObject) {
      targetObject = _PropertyBinding.findNode(this.rootNode, parsedPath.nodeName);
      this.node = targetObject;
    }
    this.getValue = this._getValue_unavailable;
    this.setValue = this._setValue_unavailable;
    if (!targetObject) {
      warn("PropertyBinding: No target node found for track: " + this.path + ".");
      return;
    }
    if (objectName) {
      let objectIndex = parsedPath.objectIndex;
      switch (objectName) {
        case "materials":
          if (!targetObject.material) {
            error("PropertyBinding: Can not bind to material as node does not have a material.", this);
            return;
          }
          if (!targetObject.material.materials) {
            error("PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.", this);
            return;
          }
          targetObject = targetObject.material.materials;
          break;
        case "bones":
          if (!targetObject.skeleton) {
            error("PropertyBinding: Can not bind to bones as node does not have a skeleton.", this);
            return;
          }
          targetObject = targetObject.skeleton.bones;
          for (let i = 0; i < targetObject.length; i++) {
            if (targetObject[i].name === objectIndex) {
              objectIndex = i;
              break;
            }
          }
          break;
        case "map":
          if ("map" in targetObject) {
            targetObject = targetObject.map;
            break;
          }
          if (!targetObject.material) {
            error("PropertyBinding: Can not bind to material as node does not have a material.", this);
            return;
          }
          if (!targetObject.material.map) {
            error("PropertyBinding: Can not bind to material.map as node.material does not have a map.", this);
            return;
          }
          targetObject = targetObject.material.map;
          break;
        default:
          if (targetObject[objectName] === void 0) {
            error("PropertyBinding: Can not bind to objectName of node undefined.", this);
            return;
          }
          targetObject = targetObject[objectName];
      }
      if (objectIndex !== void 0) {
        if (targetObject[objectIndex] === void 0) {
          error("PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.", this, targetObject);
          return;
        }
        targetObject = targetObject[objectIndex];
      }
    }
    const nodeProperty = targetObject[propertyName];
    if (nodeProperty === void 0) {
      const nodeName = parsedPath.nodeName;
      error("PropertyBinding: Trying to update property for track: " + nodeName + "." + propertyName + " but it wasn't found.", targetObject);
      return;
    }
    let versioning = this.Versioning.None;
    this.targetObject = targetObject;
    if (targetObject.isMaterial === true) {
      versioning = this.Versioning.NeedsUpdate;
    } else if (targetObject.isObject3D === true) {
      versioning = this.Versioning.MatrixWorldNeedsUpdate;
    }
    let bindingType = this.BindingType.Direct;
    if (propertyIndex !== void 0) {
      if (propertyName === "morphTargetInfluences") {
        if (!targetObject.geometry) {
          error("PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.", this);
          return;
        }
        if (!targetObject.geometry.morphAttributes) {
          error("PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.", this);
          return;
        }
        if (targetObject.morphTargetDictionary[propertyIndex] !== void 0) {
          propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
        }
      }
      bindingType = this.BindingType.ArrayElement;
      this.resolvedProperty = nodeProperty;
      this.propertyIndex = propertyIndex;
    } else if (nodeProperty.fromArray !== void 0 && nodeProperty.toArray !== void 0) {
      bindingType = this.BindingType.HasFromToArray;
      this.resolvedProperty = nodeProperty;
    } else if (Array.isArray(nodeProperty)) {
      bindingType = this.BindingType.EntireArray;
      this.resolvedProperty = nodeProperty;
    } else {
      this.propertyName = propertyName;
    }
    this.getValue = this.GetterByBindingType[bindingType];
    this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
  }
  /**
   * Unbinds the property.
   */
  unbind() {
    this.node = null;
    this.getValue = this._getValue_unbound;
    this.setValue = this._setValue_unbound;
  }
};
PropertyBinding.Composite = Composite;
PropertyBinding.prototype.BindingType = {
  Direct: 0,
  EntireArray: 1,
  ArrayElement: 2,
  HasFromToArray: 3
};
PropertyBinding.prototype.Versioning = {
  None: 0,
  NeedsUpdate: 1,
  MatrixWorldNeedsUpdate: 2
};
PropertyBinding.prototype.GetterByBindingType = [
  PropertyBinding.prototype._getValue_direct,
  PropertyBinding.prototype._getValue_array,
  PropertyBinding.prototype._getValue_arrayElement,
  PropertyBinding.prototype._getValue_toArray
];
PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  [
    // Direct
    PropertyBinding.prototype._setValue_direct,
    PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
    PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate
  ],
  [
    // EntireArray
    PropertyBinding.prototype._setValue_array,
    PropertyBinding.prototype._setValue_array_setNeedsUpdate,
    PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate
  ],
  [
    // ArrayElement
    PropertyBinding.prototype._setValue_arrayElement,
    PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
    PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate
  ],
  [
    // HasToFromArray
    PropertyBinding.prototype._setValue_fromArray,
    PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
    PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate
  ]
];
var AnimationObjectGroup = class {
  /**
   * Constructs a new animation group.
   *
   * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
   */
  constructor() {
    this.isAnimationObjectGroup = true;
    this.uuid = generateUUID();
    this._objects = Array.prototype.slice.call(arguments);
    this.nCachedObjects_ = 0;
    const indices = {};
    this._indicesByUUID = indices;
    for (let i = 0, n = arguments.length; i !== n; ++i) {
      indices[arguments[i].uuid] = i;
    }
    this._paths = [];
    this._parsedPaths = [];
    this._bindings = [];
    this._bindingsIndicesByPath = {};
    const scope = this;
    this.stats = {
      objects: {
        get total() {
          return scope._objects.length;
        },
        get inUse() {
          return this.total - scope.nCachedObjects_;
        }
      },
      get bindingsPerObject() {
        return scope._bindings.length;
      }
    };
  }
  /**
   * Adds an arbitrary number of objects to this animation group.
   *
   * @param {...Object3D} arguments - The 3D objects to add.
   */
  add() {
    const objects = this._objects, indicesByUUID = this._indicesByUUID, paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, nBindings = bindings.length;
    let knownObject = void 0, nObjects = objects.length, nCachedObjects = this.nCachedObjects_;
    for (let i = 0, n = arguments.length; i !== n; ++i) {
      const object = arguments[i], uuid = object.uuid;
      let index = indicesByUUID[uuid];
      if (index === void 0) {
        index = nObjects++;
        indicesByUUID[uuid] = index;
        objects.push(object);
        for (let j = 0, m = nBindings; j !== m; ++j) {
          bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));
        }
      } else if (index < nCachedObjects) {
        knownObject = objects[index];
        const firstActiveIndex = --nCachedObjects, lastCachedObject = objects[firstActiveIndex];
        indicesByUUID[lastCachedObject.uuid] = index;
        objects[index] = lastCachedObject;
        indicesByUUID[uuid] = firstActiveIndex;
        objects[firstActiveIndex] = object;
        for (let j = 0, m = nBindings; j !== m; ++j) {
          const bindingsForPath = bindings[j], lastCached = bindingsForPath[firstActiveIndex];
          let binding = bindingsForPath[index];
          bindingsForPath[index] = lastCached;
          if (binding === void 0) {
            binding = new PropertyBinding(object, paths[j], parsedPaths[j]);
          }
          bindingsForPath[firstActiveIndex] = binding;
        }
      } else if (objects[index] !== knownObject) {
        error("AnimationObjectGroup: Different objects with the same UUID detected. Clean the caches or recreate your infrastructure when reloading scenes.");
      }
    }
    this.nCachedObjects_ = nCachedObjects;
  }
  /**
   * Removes an arbitrary number of objects to this animation group
   *
   * @param {...Object3D} arguments - The 3D objects to remove.
   */
  remove() {
    const objects = this._objects, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length;
    let nCachedObjects = this.nCachedObjects_;
    for (let i = 0, n = arguments.length; i !== n; ++i) {
      const object = arguments[i], uuid = object.uuid, index = indicesByUUID[uuid];
      if (index !== void 0 && index >= nCachedObjects) {
        const lastCachedIndex = nCachedObjects++, firstActiveObject = objects[lastCachedIndex];
        indicesByUUID[firstActiveObject.uuid] = index;
        objects[index] = firstActiveObject;
        indicesByUUID[uuid] = lastCachedIndex;
        objects[lastCachedIndex] = object;
        for (let j = 0, m = nBindings; j !== m; ++j) {
          const bindingsForPath = bindings[j], firstActive = bindingsForPath[lastCachedIndex], binding = bindingsForPath[index];
          bindingsForPath[index] = firstActive;
          bindingsForPath[lastCachedIndex] = binding;
        }
      }
    }
    this.nCachedObjects_ = nCachedObjects;
  }
  /**
   * Deallocates all memory resources for the passed 3D objects of this animation group.
   *
   * @param {...Object3D} arguments - The 3D objects to uncache.
   */
  uncache() {
    const objects = this._objects, indicesByUUID = this._indicesByUUID, bindings = this._bindings, nBindings = bindings.length;
    let nCachedObjects = this.nCachedObjects_, nObjects = objects.length;
    for (let i = 0, n = arguments.length; i !== n; ++i) {
      const object = arguments[i], uuid = object.uuid, index = indicesByUUID[uuid];
      if (index !== void 0) {
        delete indicesByUUID[uuid];
        if (index < nCachedObjects) {
          const firstActiveIndex = --nCachedObjects, lastCachedObject = objects[firstActiveIndex], lastIndex = --nObjects, lastObject = objects[lastIndex];
          indicesByUUID[lastCachedObject.uuid] = index;
          objects[index] = lastCachedObject;
          indicesByUUID[lastObject.uuid] = firstActiveIndex;
          objects[firstActiveIndex] = lastObject;
          objects.pop();
          for (let j = 0, m = nBindings; j !== m; ++j) {
            const bindingsForPath = bindings[j], lastCached = bindingsForPath[firstActiveIndex], last = bindingsForPath[lastIndex];
            bindingsForPath[index] = lastCached;
            bindingsForPath[firstActiveIndex] = last;
            bindingsForPath.pop();
          }
        } else {
          const lastIndex = --nObjects, lastObject = objects[lastIndex];
          if (lastIndex > 0) {
            indicesByUUID[lastObject.uuid] = index;
          }
          objects[index] = lastObject;
          objects.pop();
          for (let j = 0, m = nBindings; j !== m; ++j) {
            const bindingsForPath = bindings[j];
            bindingsForPath[index] = bindingsForPath[lastIndex];
            bindingsForPath.pop();
          }
        }
      }
    }
    this.nCachedObjects_ = nCachedObjects;
  }
  // Internal interface used by befriended PropertyBinding.Composite:
  subscribe_(path, parsedPath) {
    const indicesByPath = this._bindingsIndicesByPath;
    let index = indicesByPath[path];
    const bindings = this._bindings;
    if (index !== void 0) return bindings[index];
    const paths = this._paths, parsedPaths = this._parsedPaths, objects = this._objects, nObjects = objects.length, nCachedObjects = this.nCachedObjects_, bindingsForPath = new Array(nObjects);
    index = bindings.length;
    indicesByPath[path] = index;
    paths.push(path);
    parsedPaths.push(parsedPath);
    bindings.push(bindingsForPath);
    for (let i = nCachedObjects, n = objects.length; i !== n; ++i) {
      const object = objects[i];
      bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
    }
    return bindingsForPath;
  }
  unsubscribe_(path) {
    const indicesByPath = this._bindingsIndicesByPath, index = indicesByPath[path];
    if (index !== void 0) {
      const paths = this._paths, parsedPaths = this._parsedPaths, bindings = this._bindings, lastBindingsIndex = bindings.length - 1, lastBindings = bindings[lastBindingsIndex], lastBindingsPath = path[lastBindingsIndex];
      indicesByPath[lastBindingsPath] = index;
      bindings[index] = lastBindings;
      bindings.pop();
      parsedPaths[index] = parsedPaths[lastBindingsIndex];
      parsedPaths.pop();
      paths[index] = paths[lastBindingsIndex];
      paths.pop();
    }
  }
};
var AnimationAction = class {
  /**
   * Constructs a new animation action.
   *
   * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
   * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
   * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
   * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
   */
  constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) {
    this._mixer = mixer;
    this._clip = clip;
    this._localRoot = localRoot;
    this.blendMode = blendMode;
    const tracks = clip.tracks, nTracks = tracks.length, interpolants = new Array(nTracks);
    const interpolantSettings = {
      endingStart: ZeroCurvatureEnding,
      endingEnd: ZeroCurvatureEnding
    };
    for (let i = 0; i !== nTracks; ++i) {
      const interpolant = tracks[i].createInterpolant(null);
      interpolants[i] = interpolant;
      interpolant.settings = interpolantSettings;
    }
    this._interpolantSettings = interpolantSettings;
    this._interpolants = interpolants;
    this._propertyBindings = new Array(nTracks);
    this._cacheIndex = null;
    this._byClipCacheIndex = null;
    this._timeScaleInterpolant = null;
    this._weightInterpolant = null;
    this.loop = LoopRepeat;
    this._loopCount = -1;
    this._startTime = null;
    this.time = 0;
    this.timeScale = 1;
    this._effectiveTimeScale = 1;
    this.weight = 1;
    this._effectiveWeight = 1;
    this.repetitions = Infinity;
    this.paused = false;
    this.enabled = true;
    this.clampWhenFinished = false;
    this.zeroSlopeAtStart = true;
    this.zeroSlopeAtEnd = true;
  }
  /**
   * Starts the playback of the animation.
   *
   * @return {AnimationAction} A reference to this animation action.
   */
  play() {
    this._mixer._activateAction(this);
    return this;
  }
  /**
   * Stops the playback of the animation.
   *
   * @return {AnimationAction} A reference to this animation action.
   */
  stop() {
    this._mixer._deactivateAction(this);
    return this.reset();
  }
  /**
   * Resets the playback of the animation.
   *
   * @return {AnimationAction} A reference to this animation action.
   */
  reset() {
    this.paused = false;
    this.enabled = true;
    this.time = 0;
    this._loopCount = -1;
    this._startTime = null;
    return this.stopFading().stopWarping();
  }
  /**
   * Returns `true` if the animation is running.
   *
   * @return {boolean} Whether the animation is running or not.
   */
  isRunning() {
    return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
  }
  /**
   * Returns `true` when {@link AnimationAction#play} has been called.
   *
   * @return {boolean} Whether the animation is scheduled or not.
   */
  isScheduled() {
    return this._mixer._isActiveAction(this);
  }
  /**
   * Defines the time when the animation should start.
   *
   * @param {number} time - The start time in seconds.
   * @return {AnimationAction} A reference to this animation action.
   */
  startAt(time) {
    this._startTime = time;
    return this;
  }
  /**
   * Configures the loop settings for this action.
   *
   * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
   * @param {number} repetitions - The number of repetitions.
   * @return {AnimationAction} A reference to this animation action.
   */
  setLoop(mode, repetitions) {
    this.loop = mode;
    this.repetitions = repetitions;
    return this;
  }
  /**
   * Sets the effective weight of this action.
   *
   * An action has no effect and thus an effective weight of zero when the
   * action is disabled.
   *
   * @param {number} weight - The weight to set.
   * @return {AnimationAction} A reference to this animation action.
   */
  setEffectiveWeight(weight) {
    this.weight = weight;
    this._effectiveWeight = this.enabled ? weight : 0;
    return this.stopFading();
  }
  /**
   * Returns the effective weight of this action.
   *
   * @return {number} The effective weight.
   */
  getEffectiveWeight() {
    return this._effectiveWeight;
  }
  /**
   * Fades the animation in by increasing its weight gradually from `0` to `1`,
   * within the passed time interval.
   *
   * @param {number} duration - The duration of the fade.
   * @return {AnimationAction} A reference to this animation action.
   */
  fadeIn(duration) {
    return this._scheduleFading(duration, 0, 1);
  }
  /**
   * Fades the animation out by decreasing its weight gradually from `1` to `0`,
   * within the passed time interval.
   *
   * @param {number} duration - The duration of the fade.
   * @return {AnimationAction} A reference to this animation action.
   */
  fadeOut(duration) {
    return this._scheduleFading(duration, 1, 0);
  }
  /**
   * Causes this action to fade in and the given action to fade out,
   * within the passed time interval.
   *
   * @param {AnimationAction} fadeOutAction - The animation action to fade out.
   * @param {number} duration - The duration of the fade.
   * @param {boolean} [warp=false] - Whether warping should be used or not.
   * @return {AnimationAction} A reference to this animation action.
   */
  crossFadeFrom(fadeOutAction, duration, warp = false) {
    fadeOutAction.fadeOut(duration);
    this.fadeIn(duration);
    if (warp === true) {
      const fadeInDuration = this._clip.duration, fadeOutDuration = fadeOutAction._clip.duration, startEndRatio = fadeOutDuration / fadeInDuration, endStartRatio = fadeInDuration / fadeOutDuration;
      fadeOutAction.warp(1, startEndRatio, duration);
      this.warp(endStartRatio, 1, duration);
    }
    return this;
  }
  /**
   * Causes this action to fade out and the given action to fade in,
   * within the passed time interval.
   *
   * @param {AnimationAction} fadeInAction - The animation action to fade in.
   * @param {number} duration - The duration of the fade.
   * @param {boolean} [warp=false] - Whether warping should be used or not.
   * @return {AnimationAction} A reference to this animation action.
   */
  crossFadeTo(fadeInAction, duration, warp = false) {
    return fadeInAction.crossFadeFrom(this, duration, warp);
  }
  /**
   * Stops any fading which is applied to this action.
   *
   * @return {AnimationAction} A reference to this animation action.
   */
  stopFading() {
    const weightInterpolant = this._weightInterpolant;
    if (weightInterpolant !== null) {
      this._weightInterpolant = null;
      this._mixer._takeBackControlInterpolant(weightInterpolant);
    }
    return this;
  }
  /**
   * Sets the effective time scale of this action.
   *
   * An action has no effect and thus an effective time scale of zero when the
   * action is paused.
   *
   * @param {number} timeScale - The time scale to set.
   * @return {AnimationAction} A reference to this animation action.
   */
  setEffectiveTimeScale(timeScale) {
    this.timeScale = timeScale;
    this._effectiveTimeScale = this.paused ? 0 : timeScale;
    return this.stopWarping();
  }
  /**
   * Returns the effective time scale of this action.
   *
   * @return {number} The effective time scale.
   */
  getEffectiveTimeScale() {
    return this._effectiveTimeScale;
  }
  /**
   * Sets the duration for a single loop of this action.
   *
   * @param {number} duration - The duration to set.
   * @return {AnimationAction} A reference to this animation action.
   */
  setDuration(duration) {
    this.timeScale = this._clip.duration / duration;
    return this.stopWarping();
  }
  /**
   * Synchronizes this action with the passed other action.
   *
   * @param {AnimationAction} action - The action to sync with.
   * @return {AnimationAction} A reference to this animation action.
   */
  syncWith(action) {
    this.time = action.time;
    this.timeScale = action.timeScale;
    return this.stopWarping();
  }
  /**
   * Decelerates this animation's speed to `0` within the passed time interval.
   *
   * @param {number} duration - The duration.
   * @return {AnimationAction} A reference to this animation action.
   */
  halt(duration) {
    return this.warp(this._effectiveTimeScale, 0, duration);
  }
  /**
   * Changes the playback speed, within the passed time interval, by modifying
   * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
   * `endTimeScale`.
   *
   * @param {number} startTimeScale - The start time scale.
   * @param {number} endTimeScale - The end time scale.
   * @param {number} duration - The duration.
   * @return {AnimationAction} A reference to this animation action.
   */
  warp(startTimeScale, endTimeScale, duration) {
    const mixer = this._mixer, now = mixer.time, timeScale = this.timeScale;
    let interpolant = this._timeScaleInterpolant;
    if (interpolant === null) {
      interpolant = mixer._lendControlInterpolant();
      this._timeScaleInterpolant = interpolant;
    }
    const times = interpolant.parameterPositions, values = interpolant.sampleValues;
    times[0] = now;
    times[1] = now + duration;
    values[0] = startTimeScale / timeScale;
    values[1] = endTimeScale / timeScale;
    return this;
  }
  /**
   * Stops any scheduled warping which is applied to this action.
   *
   * @return {AnimationAction} A reference to this animation action.
   */
  stopWarping() {
    const timeScaleInterpolant = this._timeScaleInterpolant;
    if (timeScaleInterpolant !== null) {
      this._timeScaleInterpolant = null;
      this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
    }
    return this;
  }
  /**
   * Returns the animation mixer of this animation action.
   *
   * @return {AnimationMixer} The animation mixer.
   */
  getMixer() {
    return this._mixer;
  }
  /**
   * Returns the animation clip of this animation action.
   *
   * @return {AnimationClip} The animation clip.
   */
  getClip() {
    return this._clip;
  }
  /**
   * Returns the root object of this animation action.
   *
   * @return {Object3D} The root object.
   */
  getRoot() {
    return this._localRoot || this._mixer._root;
  }
  // Interna
  _update(time, deltaTime, timeDirection, accuIndex) {
    if (!this.enabled) {
      this._updateWeight(time);
      return;
    }
    const startTime = this._startTime;
    if (startTime !== null) {
      const timeRunning = (time - startTime) * timeDirection;
      if (timeRunning < 0 || timeDirection === 0) {
        deltaTime = 0;
      } else {
        this._startTime = null;
        deltaTime = timeDirection * timeRunning;
      }
    }
    deltaTime *= this._updateTimeScale(time);
    const clipTime = this._updateTime(deltaTime);
    const weight = this._updateWeight(time);
    if (weight > 0) {
      const interpolants = this._interpolants;
      const propertyMixers = this._propertyBindings;
      switch (this.blendMode) {
        case AdditiveAnimationBlendMode:
          for (let j = 0, m = interpolants.length; j !== m; ++j) {
            interpolants[j].evaluate(clipTime);
            propertyMixers[j].accumulateAdditive(weight);
          }
          break;
        case NormalAnimationBlendMode:
        default:
          for (let j = 0, m = interpolants.length; j !== m; ++j) {
            interpolants[j].evaluate(clipTime);
            propertyMixers[j].accumulate(accuIndex, weight);
          }
      }
    }
  }
  _updateWeight(time) {
    let weight = 0;
    if (this.enabled) {
      weight = this.weight;
      const interpolant = this._weightInterpolant;
      if (interpolant !== null) {
        const interpolantValue = interpolant.evaluate(time)[0];
        weight *= interpolantValue;
        if (time > interpolant.parameterPositions[1]) {
          this.stopFading();
          if (interpolantValue === 0) {
            this.enabled = false;
          }
        }
      }
    }
    this._effectiveWeight = weight;
    return weight;
  }
  _updateTimeScale(time) {
    let timeScale = 0;
    if (!this.paused) {
      timeScale = this.timeScale;
      const interpolant = this._timeScaleInterpolant;
      if (interpolant !== null) {
        const interpolantValue = interpolant.evaluate(time)[0];
        timeScale *= interpolantValue;
        if (time > interpolant.parameterPositions[1]) {
          this.stopWarping();
          if (timeScale === 0) {
            this.paused = true;
          } else {
            this.timeScale = timeScale;
          }
        }
      }
    }
    this._effectiveTimeScale = timeScale;
    return timeScale;
  }
  _updateTime(deltaTime) {
    const duration = this._clip.duration;
    const loop = this.loop;
    let time = this.time + deltaTime;
    let loopCount = this._loopCount;
    const pingPong = loop === LoopPingPong;
    if (deltaTime === 0) {
      if (loopCount === -1) return time;
      return pingPong && (loopCount & 1) === 1 ? duration - time : time;
    }
    if (loop === LoopOnce) {
      if (loopCount === -1) {
        this._loopCount = 0;
        this._setEndings(true, true, false);
      }
      handle_stop: {
        if (time >= duration) {
          time = duration;
        } else if (time < 0) {
          time = 0;
        } else {
          this.time = time;
          break handle_stop;
        }
        if (this.clampWhenFinished) this.paused = true;
        else this.enabled = false;
        this.time = time;
        this._mixer.dispatchEvent({
          type: "finished",
          action: this,
          direction: deltaTime < 0 ? -1 : 1
        });
      }
    } else {
      if (loopCount === -1) {
        if (deltaTime >= 0) {
          loopCount = 0;
          this._setEndings(true, this.repetitions === 0, pingPong);
        } else {
          this._setEndings(this.repetitions === 0, true, pingPong);
        }
      }
      if (time >= duration || time < 0) {
        const loopDelta = Math.floor(time / duration);
        time -= duration * loopDelta;
        loopCount += Math.abs(loopDelta);
        const pending = this.repetitions - loopCount;
        if (pending <= 0) {
          if (this.clampWhenFinished) this.paused = true;
          else this.enabled = false;
          time = deltaTime > 0 ? duration : 0;
          this.time = time;
          this._mixer.dispatchEvent({
            type: "finished",
            action: this,
            direction: deltaTime > 0 ? 1 : -1
          });
        } else {
          if (pending === 1) {
            const atStart = deltaTime < 0;
            this._setEndings(atStart, !atStart, pingPong);
          } else {
            this._setEndings(false, false, pingPong);
          }
          this._loopCount = loopCount;
          this.time = time;
          this._mixer.dispatchEvent({
            type: "loop",
            action: this,
            loopDelta
          });
        }
      } else {
        this.time = time;
      }
      if (pingPong && (loopCount & 1) === 1) {
        return duration - time;
      }
    }
    return time;
  }
  _setEndings(atStart, atEnd, pingPong) {
    const settings = this._interpolantSettings;
    if (pingPong) {
      settings.endingStart = ZeroSlopeEnding;
      settings.endingEnd = ZeroSlopeEnding;
    } else {
      if (atStart) {
        settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
      } else {
        settings.endingStart = WrapAroundEnding;
      }
      if (atEnd) {
        settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
      } else {
        settings.endingEnd = WrapAroundEnding;
      }
    }
  }
  _scheduleFading(duration, weightNow, weightThen) {
    const mixer = this._mixer, now = mixer.time;
    let interpolant = this._weightInterpolant;
    if (interpolant === null) {
      interpolant = mixer._lendControlInterpolant();
      this._weightInterpolant = interpolant;
    }
    const times = interpolant.parameterPositions, values = interpolant.sampleValues;
    times[0] = now;
    values[0] = weightNow;
    times[1] = now + duration;
    values[1] = weightThen;
    return this;
  }
};
var _controlInterpolantsResultBuffer = new Float32Array(1);
var AnimationMixer = class extends EventDispatcher {
  /**
   * Constructs a new animation mixer.
   *
   * @param {Object3D} root - The object whose animations shall be played by this mixer.
   */
  constructor(root) {
    super();
    this._root = root;
    this._initMemoryManager();
    this._accuIndex = 0;
    this.time = 0;
    this.timeScale = 1;
  }
  _bindAction(action, prototypeAction) {
    const root = action._localRoot || this._root, tracks = action._clip.tracks, nTracks = tracks.length, bindings = action._propertyBindings, interpolants = action._interpolants, rootUuid = root.uuid, bindingsByRoot = this._bindingsByRootAndName;
    let bindingsByName = bindingsByRoot[rootUuid];
    if (bindingsByName === void 0) {
      bindingsByName = {};
      bindingsByRoot[rootUuid] = bindingsByName;
    }
    for (let i = 0; i !== nTracks; ++i) {
      const track = tracks[i], trackName = track.name;
      let binding = bindingsByName[trackName];
      if (binding !== void 0) {
        ++binding.referenceCount;
        bindings[i] = binding;
      } else {
        binding = bindings[i];
        if (binding !== void 0) {
          if (binding._cacheIndex === null) {
            ++binding.referenceCount;
            this._addInactiveBinding(binding, rootUuid, trackName);
          }
          continue;
        }
        const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;
        binding = new PropertyMixer(
          PropertyBinding.create(root, trackName, path),
          track.ValueTypeName,
          track.getValueSize()
        );
        ++binding.referenceCount;
        this._addInactiveBinding(binding, rootUuid, trackName);
        bindings[i] = binding;
      }
      interpolants[i].resultBuffer = binding.buffer;
    }
  }
  _activateAction(action) {
    if (!this._isActiveAction(action)) {
      if (action._cacheIndex === null) {
        const rootUuid = (action._localRoot || this._root).uuid, clipUuid = action._clip.uuid, actionsForClip = this._actionsByClip[clipUuid];
        this._bindAction(
          action,
          actionsForClip && actionsForClip.knownActions[0]
        );
        this._addInactiveAction(action, clipUuid, rootUuid);
      }
      const bindings = action._propertyBindings;
      for (let i = 0, n = bindings.length; i !== n; ++i) {
        const binding = bindings[i];
        if (binding.useCount++ === 0) {
          this._lendBinding(binding);
          binding.saveOriginalState();
        }
      }
      this._lendAction(action);
    }
  }
  _deactivateAction(action) {
    if (this._isActiveAction(action)) {
      const bindings = action._propertyBindings;
      for (let i = 0, n = bindings.length; i !== n; ++i) {
        const binding = bindings[i];
        if (--binding.useCount === 0) {
          binding.restoreOriginalState();
          this._takeBackBinding(binding);
        }
      }
      this._takeBackAction(action);
    }
  }
  // Memory manager
  _initMemoryManager() {
    this._actions = [];
    this._nActiveActions = 0;
    this._actionsByClip = {};
    this._bindings = [];
    this._nActiveBindings = 0;
    this._bindingsByRootAndName = {};
    this._controlInterpolants = [];
    this._nActiveControlInterpolants = 0;
    const scope = this;
    this.stats = {
      actions: {
        get total() {
          return scope._actions.length;
        },
        get inUse() {
          return scope._nActiveActions;
        }
      },
      bindings: {
        get total() {
          return scope._bindings.length;
        },
        get inUse() {
          return scope._nActiveBindings;
        }
      },
      controlInterpolants: {
        get total() {
          return scope._controlInterpolants.length;
        },
        get inUse() {
          return scope._nActiveControlInterpolants;
        }
      }
    };
  }
  // Memory management for AnimationAction objects
  _isActiveAction(action) {
    const index = action._cacheIndex;
    return index !== null && index < this._nActiveActions;
  }
  _addInactiveAction(action, clipUuid, rootUuid) {
    const actions = this._actions, actionsByClip = this._actionsByClip;
    let actionsForClip = actionsByClip[clipUuid];
    if (actionsForClip === void 0) {
      actionsForClip = {
        knownActions: [action],
        actionByRoot: {}
      };
      action._byClipCacheIndex = 0;
      actionsByClip[clipUuid] = actionsForClip;
    } else {
      const knownActions = actionsForClip.knownActions;
      action._byClipCacheIndex = knownActions.length;
      knownActions.push(action);
    }
    action._cacheIndex = actions.length;
    actions.push(action);
    actionsForClip.actionByRoot[rootUuid] = action;
  }
  _removeInactiveAction(action) {
    const actions = this._actions, lastInactiveAction = actions[actions.length - 1], cacheIndex = action._cacheIndex;
    lastInactiveAction._cacheIndex = cacheIndex;
    actions[cacheIndex] = lastInactiveAction;
    actions.pop();
    action._cacheIndex = null;
    const clipUuid = action._clip.uuid, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[clipUuid], knownActionsForClip = actionsForClip.knownActions, lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1], byClipCacheIndex = action._byClipCacheIndex;
    lastKnownAction._byClipCacheIndex = byClipCacheIndex;
    knownActionsForClip[byClipCacheIndex] = lastKnownAction;
    knownActionsForClip.pop();
    action._byClipCacheIndex = null;
    const actionByRoot = actionsForClip.actionByRoot, rootUuid = (action._localRoot || this._root).uuid;
    delete actionByRoot[rootUuid];
    if (knownActionsForClip.length === 0) {
      delete actionsByClip[clipUuid];
    }
    this._removeInactiveBindingsForAction(action);
  }
  _removeInactiveBindingsForAction(action) {
    const bindings = action._propertyBindings;
    for (let i = 0, n = bindings.length; i !== n; ++i) {
      const binding = bindings[i];
      if (--binding.referenceCount === 0) {
        this._removeInactiveBinding(binding);
      }
    }
  }
  _lendAction(action) {
    const actions = this._actions, prevIndex = action._cacheIndex, lastActiveIndex = this._nActiveActions++, firstInactiveAction = actions[lastActiveIndex];
    action._cacheIndex = lastActiveIndex;
    actions[lastActiveIndex] = action;
    firstInactiveAction._cacheIndex = prevIndex;
    actions[prevIndex] = firstInactiveAction;
  }
  _takeBackAction(action) {
    const actions = this._actions, prevIndex = action._cacheIndex, firstInactiveIndex = --this._nActiveActions, lastActiveAction = actions[firstInactiveIndex];
    action._cacheIndex = firstInactiveIndex;
    actions[firstInactiveIndex] = action;
    lastActiveAction._cacheIndex = prevIndex;
    actions[prevIndex] = lastActiveAction;
  }
  // Memory management for PropertyMixer objects
  _addInactiveBinding(binding, rootUuid, trackName) {
    const bindingsByRoot = this._bindingsByRootAndName, bindings = this._bindings;
    let bindingByName = bindingsByRoot[rootUuid];
    if (bindingByName === void 0) {
      bindingByName = {};
      bindingsByRoot[rootUuid] = bindingByName;
    }
    bindingByName[trackName] = binding;
    binding._cacheIndex = bindings.length;
    bindings.push(binding);
  }
  _removeInactiveBinding(binding) {
    const bindings = this._bindings, propBinding = binding.binding, rootUuid = propBinding.rootNode.uuid, trackName = propBinding.path, bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[rootUuid], lastInactiveBinding = bindings[bindings.length - 1], cacheIndex = binding._cacheIndex;
    lastInactiveBinding._cacheIndex = cacheIndex;
    bindings[cacheIndex] = lastInactiveBinding;
    bindings.pop();
    delete bindingByName[trackName];
    if (Object.keys(bindingByName).length === 0) {
      delete bindingsByRoot[rootUuid];
    }
  }
  _lendBinding(binding) {
    const bindings = this._bindings, prevIndex = binding._cacheIndex, lastActiveIndex = this._nActiveBindings++, firstInactiveBinding = bindings[lastActiveIndex];
    binding._cacheIndex = lastActiveIndex;
    bindings[lastActiveIndex] = binding;
    firstInactiveBinding._cacheIndex = prevIndex;
    bindings[prevIndex] = firstInactiveBinding;
  }
  _takeBackBinding(binding) {
    const bindings = this._bindings, prevIndex = binding._cacheIndex, firstInactiveIndex = --this._nActiveBindings, lastActiveBinding = bindings[firstInactiveIndex];
    binding._cacheIndex = firstInactiveIndex;
    bindings[firstInactiveIndex] = binding;
    lastActiveBinding._cacheIndex = prevIndex;
    bindings[prevIndex] = lastActiveBinding;
  }
  // Memory management of Interpolants for weight and time scale
  _lendControlInterpolant() {
    const interpolants = this._controlInterpolants, lastActiveIndex = this._nActiveControlInterpolants++;
    let interpolant = interpolants[lastActiveIndex];
    if (interpolant === void 0) {
      interpolant = new LinearInterpolant(
        new Float32Array(2),
        new Float32Array(2),
        1,
        _controlInterpolantsResultBuffer
      );
      interpolant.__cacheIndex = lastActiveIndex;
      interpolants[lastActiveIndex] = interpolant;
    }
    return interpolant;
  }
  _takeBackControlInterpolant(interpolant) {
    const interpolants = this._controlInterpolants, prevIndex = interpolant.__cacheIndex, firstInactiveIndex = --this._nActiveControlInterpolants, lastActiveInterpolant = interpolants[firstInactiveIndex];
    interpolant.__cacheIndex = firstInactiveIndex;
    interpolants[firstInactiveIndex] = interpolant;
    lastActiveInterpolant.__cacheIndex = prevIndex;
    interpolants[prevIndex] = lastActiveInterpolant;
  }
  /**
   * Returns an instance of {@link AnimationAction} for the passed clip.
   *
   * If an action fitting the clip and root parameters doesn't yet exist, it
   * will be created by this method. Calling this method several times with the
   * same clip and root parameters always returns the same action.
   *
   * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
   * @param {Object3D} [optionalRoot] - An alternative root object.
   * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
   * @return {?AnimationAction} The animation action.
   */
  clipAction(clip, optionalRoot, blendMode) {
    const root = optionalRoot || this._root, rootUuid = root.uuid;
    let clipObject = typeof clip === "string" ? AnimationClip.findByName(root, clip) : clip;
    const clipUuid = clipObject !== null ? clipObject.uuid : clip;
    const actionsForClip = this._actionsByClip[clipUuid];
    let prototypeAction = null;
    if (blendMode === void 0) {
      if (clipObject !== null) {
        blendMode = clipObject.blendMode;
      } else {
        blendMode = NormalAnimationBlendMode;
      }
    }
    if (actionsForClip !== void 0) {
      const existingAction = actionsForClip.actionByRoot[rootUuid];
      if (existingAction !== void 0 && existingAction.blendMode === blendMode) {
        return existingAction;
      }
      prototypeAction = actionsForClip.knownActions[0];
      if (clipObject === null)
        clipObject = prototypeAction._clip;
    }
    if (clipObject === null) return null;
    const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);
    this._bindAction(newAction, prototypeAction);
    this._addInactiveAction(newAction, clipUuid, rootUuid);
    return newAction;
  }
  /**
   * Returns an existing animation action for the passed clip.
   *
   * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
   * @param {Object3D} [optionalRoot] - An alternative root object.
   * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
   */
  existingAction(clip, optionalRoot) {
    const root = optionalRoot || this._root, rootUuid = root.uuid, clipObject = typeof clip === "string" ? AnimationClip.findByName(root, clip) : clip, clipUuid = clipObject ? clipObject.uuid : clip, actionsForClip = this._actionsByClip[clipUuid];
    if (actionsForClip !== void 0) {
      return actionsForClip.actionByRoot[rootUuid] || null;
    }
    return null;
  }
  /**
   * Deactivates all previously scheduled actions on this mixer.
   *
   * @return {AnimationMixer} A reference to this animation mixer.
   */
  stopAllAction() {
    const actions = this._actions, nActions = this._nActiveActions;
    for (let i = nActions - 1; i >= 0; --i) {
      actions[i].stop();
    }
    return this;
  }
  /**
   * Advances the global mixer time and updates the animation.
   *
   * This is usually done in the render loop by passing the delta
   * time from {@link Clock} or {@link Timer}.
   *
   * @param {number} deltaTime - The delta time in seconds.
   * @return {AnimationMixer} A reference to this animation mixer.
   */
  update(deltaTime) {
    deltaTime *= this.timeScale;
    const actions = this._actions, nActions = this._nActiveActions, time = this.time += deltaTime, timeDirection = Math.sign(deltaTime), accuIndex = this._accuIndex ^= 1;
    for (let i = 0; i !== nActions; ++i) {
      const action = actions[i];
      action._update(time, deltaTime, timeDirection, accuIndex);
    }
    const bindings = this._bindings, nBindings = this._nActiveBindings;
    for (let i = 0; i !== nBindings; ++i) {
      bindings[i].apply(accuIndex);
    }
    return this;
  }
  /**
   * Sets the global mixer to a specific time and updates the animation accordingly.
   *
   * This is useful when you need to jump to an exact time in an animation. The
   * input parameter will be scaled by {@link AnimationMixer#timeScale}
   *
   * @param {number} time - The time to set in seconds.
   * @return {AnimationMixer} A reference to this animation mixer.
   */
  setTime(time) {
    this.time = 0;
    for (let i = 0; i < this._actions.length; i++) {
      this._actions[i].time = 0;
    }
    return this.update(time);
  }
  /**
   * Returns this mixer's root object.
   *
   * @return {Object3D} The mixer's root object.
   */
  getRoot() {
    return this._root;
  }
  /**
   * Deallocates all memory resources for a clip. Before using this method make
   * sure to call {@link AnimationAction#stop} for all related actions.
   *
   * @param {AnimationClip} clip - The clip to uncache.
   */
  uncacheClip(clip) {
    const actions = this._actions, clipUuid = clip.uuid, actionsByClip = this._actionsByClip, actionsForClip = actionsByClip[clipUuid];
    if (actionsForClip !== void 0) {
      const actionsToRemove = actionsForClip.knownActions;
      for (let i = 0, n = actionsToRemove.length; i !== n; ++i) {
        const action = actionsToRemove[i];
        this._deactivateAction(action);
        const cacheIndex = action._cacheIndex, lastInactiveAction = actions[actions.length - 1];
        action._cacheIndex = null;
        action._byClipCacheIndex = null;
        lastInactiveAction._cacheIndex = cacheIndex;
        actions[cacheIndex] = lastInactiveAction;
        actions.pop();
        this._removeInactiveBindingsForAction(action);
      }
      delete actionsByClip[clipUuid];
    }
  }
  /**
   * Deallocates all memory resources for a root object. Before using this
   * method make sure to call {@link AnimationAction#stop} for all related
   * actions or alternatively {@link AnimationMixer#stopAllAction} when the
   * mixer operates on a single root.
   *
   * @param {Object3D} root - The root object to uncache.
   */
  uncacheRoot(root) {
    const rootUuid = root.uuid, actionsByClip = this._actionsByClip;
    for (const clipUuid in actionsByClip) {
      const actionByRoot = actionsByClip[clipUuid].actionByRoot, action = actionByRoot[rootUuid];
      if (action !== void 0) {
        this._deactivateAction(action);
        this._removeInactiveAction(action);
      }
    }
    const bindingsByRoot = this._bindingsByRootAndName, bindingByName = bindingsByRoot[rootUuid];
    if (bindingByName !== void 0) {
      for (const trackName in bindingByName) {
        const binding = bindingByName[trackName];
        binding.restoreOriginalState();
        this._removeInactiveBinding(binding);
      }
    }
  }
  /**
   * Deallocates all memory resources for an action. The action is identified by the
   * given clip and an optional root object. Before using this method make
   * sure to call {@link AnimationAction#stop} to deactivate the action.
   *
   * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
   * @param {Object3D} [optionalRoot] - An alternative root object.
   */
  uncacheAction(clip, optionalRoot) {
    const action = this.existingAction(clip, optionalRoot);
    if (action !== null) {
      this._deactivateAction(action);
      this._removeInactiveAction(action);
    }
  }
};
var RenderTarget3D = class extends RenderTarget {
  /**
   * Constructs a new 3D render target.
   *
   * @param {number} [width=1] - The width of the render target.
   * @param {number} [height=1] - The height of the render target.
   * @param {number} [depth=1] - The height of the render target.
   * @param {RenderTarget~Options} [options] - The configuration object.
   */
  constructor(width = 1, height = 1, depth = 1, options = {}) {
    super(width, height, options);
    this.isRenderTarget3D = true;
    this.depth = depth;
    this.texture = new Data3DTexture(null, width, height, depth);
    this._setTextureOptions(options);
    this.texture.isRenderTargetTexture = true;
  }
};
var Uniform = class _Uniform {
  /**
   * Constructs a new uniform.
   *
   * @param {any} value - The uniform value.
   */
  constructor(value) {
    this.value = value;
  }
  /**
   * Returns a new uniform with copied values from this instance.
   * If the value has a `clone()` method, the value is cloned as well.
   *
   * @return {Uniform} A clone of this instance.
   */
  clone() {
    return new _Uniform(this.value.clone === void 0 ? this.value : this.value.clone());
  }
};
var _id = 0;
var UniformsGroup = class extends EventDispatcher {
  /**
   * Constructs a new uniforms group.
   */
  constructor() {
    super();
    this.isUniformsGroup = true;
    Object.defineProperty(this, "id", { value: _id++ });
    this.name = "";
    this.usage = StaticDrawUsage;
    this.uniforms = [];
  }
  /**
   * Adds the given uniform to this uniforms group.
   *
   * @param {Uniform} uniform - The uniform to add.
   * @return {UniformsGroup} A reference to this uniforms group.
   */
  add(uniform) {
    this.uniforms.push(uniform);
    return this;
  }
  /**
   * Removes the given uniform from this uniforms group.
   *
   * @param {Uniform} uniform - The uniform to remove.
   * @return {UniformsGroup} A reference to this uniforms group.
   */
  remove(uniform) {
    const index = this.uniforms.indexOf(uniform);
    if (index !== -1) this.uniforms.splice(index, 1);
    return this;
  }
  /**
   * Sets the name of this uniforms group.
   *
   * @param {string} name - The name to set.
   * @return {UniformsGroup} A reference to this uniforms group.
   */
  setName(name) {
    this.name = name;
    return this;
  }
  /**
   * Sets the usage of this uniforms group.
   *
   * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
   * @return {UniformsGroup} A reference to this uniforms group.
   */
  setUsage(value) {
    this.usage = value;
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   *
   * @fires Texture#dispose
   */
  dispose() {
    this.dispatchEvent({ type: "dispose" });
  }
  /**
   * Copies the values of the given uniforms group to this instance.
   *
   * @param {UniformsGroup} source - The uniforms group to copy.
   * @return {UniformsGroup} A reference to this uniforms group.
   */
  copy(source) {
    this.name = source.name;
    this.usage = source.usage;
    const uniformsSource = source.uniforms;
    this.uniforms.length = 0;
    for (let i = 0, l = uniformsSource.length; i < l; i++) {
      const uniforms = Array.isArray(uniformsSource[i]) ? uniformsSource[i] : [uniformsSource[i]];
      for (let j = 0; j < uniforms.length; j++) {
        this.uniforms.push(uniforms[j].clone());
      }
    }
    return this;
  }
  /**
   * Returns a new uniforms group with copied values from this instance.
   *
   * @return {UniformsGroup} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
};
var InstancedInterleavedBuffer = class extends InterleavedBuffer {
  /**
   * Constructs a new instanced interleaved buffer.
   *
   * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
   * @param {number} stride - The number of typed-array elements per vertex.
   * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
   */
  constructor(array, stride, meshPerAttribute = 1) {
    super(array, stride);
    this.isInstancedInterleavedBuffer = true;
    this.meshPerAttribute = meshPerAttribute;
  }
  copy(source) {
    super.copy(source);
    this.meshPerAttribute = source.meshPerAttribute;
    return this;
  }
  clone(data) {
    const ib = super.clone(data);
    ib.meshPerAttribute = this.meshPerAttribute;
    return ib;
  }
  toJSON(data) {
    const json = super.toJSON(data);
    json.isInstancedInterleavedBuffer = true;
    json.meshPerAttribute = this.meshPerAttribute;
    return json;
  }
};
var GLBufferAttribute = class {
  /**
   * Constructs a new GL buffer attribute.
   *
   * @param {WebGLBuffer} buffer - The native WebGL buffer.
   * @param {number} type - The native data type (e.g. `gl.FLOAT`).
   * @param {number} itemSize - The item size.
   * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
   * @param {number} count - The expected number of vertices in VBO.
   * @param {boolean} [normalized=false] - Whether the data are normalized or not.
   */
  constructor(buffer, type, itemSize, elementSize, count, normalized = false) {
    this.isGLBufferAttribute = true;
    this.name = "";
    this.buffer = buffer;
    this.type = type;
    this.itemSize = itemSize;
    this.elementSize = elementSize;
    this.count = count;
    this.normalized = normalized;
    this.version = 0;
  }
  /**
   * Flag to indicate that this attribute has changed and should be re-sent to
   * the GPU. Set this to `true` when you modify the value of the array.
   *
   * @type {number}
   * @default false
   * @param {boolean} value
   */
  set needsUpdate(value) {
    if (value === true) this.version++;
  }
  /**
   * Sets the given native WebGL buffer.
   *
   * @param {WebGLBuffer} buffer - The buffer to set.
   * @return {BufferAttribute} A reference to this instance.
   */
  setBuffer(buffer) {
    this.buffer = buffer;
    return this;
  }
  /**
   * Sets the given native data type and element size.
   *
   * @param {number} type - The native data type (e.g. `gl.FLOAT`).
   * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
   * @return {BufferAttribute} A reference to this instance.
   */
  setType(type, elementSize) {
    this.type = type;
    this.elementSize = elementSize;
    return this;
  }
  /**
   * Sets the item size.
   *
   * @param {number} itemSize - The item size.
   * @return {BufferAttribute} A reference to this instance.
   */
  setItemSize(itemSize) {
    this.itemSize = itemSize;
    return this;
  }
  /**
   * Sets the count (the expected number of vertices in VBO).
   *
   * @param {number} count - The count.
   * @return {BufferAttribute} A reference to this instance.
   */
  setCount(count) {
    this.count = count;
    return this;
  }
};
var _matrix = new Matrix4();
var Raycaster = class {
  /**
   * Constructs a new raycaster.
   *
   * @param {Vector3} origin - The origin vector where the ray casts from.
   * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
   * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
   * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
   */
  constructor(origin, direction, near = 0, far = Infinity) {
    this.ray = new Ray(origin, direction);
    this.near = near;
    this.far = far;
    this.camera = null;
    this.layers = new Layers();
    this.params = {
      Mesh: {},
      Line: { threshold: 1 },
      LOD: {},
      Points: { threshold: 1 },
      Sprite: {}
    };
  }
  /**
   * Updates the ray with a new origin and direction by copying the values from the arguments.
   *
   * @param {Vector3} origin - The origin vector where the ray casts from.
   * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
   */
  set(origin, direction) {
    this.ray.set(origin, direction);
  }
  /**
   * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
   *
   * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
   * X and Y components should be between `-1` and `1`.
   * @param {Camera} camera - The camera from which the ray should originate.
   */
  setFromCamera(coords, camera) {
    if (camera.isPerspectiveCamera) {
      this.ray.origin.setFromMatrixPosition(camera.matrixWorld);
      this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();
      this.camera = camera;
    } else if (camera.isOrthographicCamera) {
      this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera);
      this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
      this.camera = camera;
    } else {
      error("Raycaster: Unsupported camera type: " + camera.type);
    }
  }
  /**
   * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
   *
   * @param {WebXRController} controller - The controller to copy the position and direction from.
   * @return {Raycaster} A reference to this raycaster.
   */
  setFromXRController(controller) {
    _matrix.identity().extractRotation(controller.matrixWorld);
    this.ray.origin.setFromMatrixPosition(controller.matrixWorld);
    this.ray.direction.set(0, 0, -1).applyMatrix4(_matrix);
    return this;
  }
  /**
   * The intersection point of a raycaster intersection test.
   * @typedef {Object} Raycaster~Intersection
   * @property {number} distance - The distance from the ray's origin to the intersection point.
   * @property {number} distanceToRay -  Some 3D objects e.g. {@link Points} provide the distance of the
   * intersection to the nearest point on the ray. For other objects it will be `undefined`.
   * @property {Vector3} point - The intersection point, in world coordinates.
   * @property {Object} face - The face that has been intersected.
   * @property {number} faceIndex - The face index.
   * @property {Object3D} object - The 3D object that has been intersected.
   * @property {Vector2} uv - U,V coordinates at point of intersection.
   * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
   * @property {Vector3} normal - Interpolated normal vector at point of intersection.
   * @property {number} instanceId - The index number of the instance where the ray
   * intersects the {@link InstancedMesh}.
   */
  /**
   * Checks all intersection between the ray and the object with or without the
   * descendants. Intersections are returned sorted by distance, closest first.
   *
   * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
   * evaluating whether the ray intersects the object or not. This allows meshes to respond
   * differently to ray casting than lines or points.
   *
   * Note that for meshes, faces must be pointed towards the origin of the ray in order
   * to be detected; intersections of the ray passing through the back of a face will not
   * be detected. To raycast against both faces of an object, you'll want to set  {@link Material#side}
   * to `THREE.DoubleSide`.
   *
   * @param {Object3D} object - The 3D object to check for intersection with the ray.
   * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
   * Otherwise it only checks intersection with the object.
   * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
   * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
   */
  intersectObject(object, recursive = true, intersects2 = []) {
    intersect(object, this, intersects2, recursive);
    intersects2.sort(ascSort);
    return intersects2;
  }
  /**
   * Checks all intersection between the ray and the objects with or without
   * the descendants. Intersections are returned sorted by distance, closest first.
   *
   * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
   * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
   * Otherwise it only checks intersection with the object.
   * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
   * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
   */
  intersectObjects(objects, recursive = true, intersects2 = []) {
    for (let i = 0, l = objects.length; i < l; i++) {
      intersect(objects[i], this, intersects2, recursive);
    }
    intersects2.sort(ascSort);
    return intersects2;
  }
};
function ascSort(a, b) {
  return a.distance - b.distance;
}
function intersect(object, raycaster, intersects2, recursive) {
  let propagate = true;
  if (object.layers.test(raycaster.layers)) {
    const result = object.raycast(raycaster, intersects2);
    if (result === false) propagate = false;
  }
  if (propagate === true && recursive === true) {
    const children = object.children;
    for (let i = 0, l = children.length; i < l; i++) {
      intersect(children[i], raycaster, intersects2, true);
    }
  }
}
var Timer = class {
  /**
   * Constructs a new timer.
   */
  constructor() {
    this._previousTime = 0;
    this._currentTime = 0;
    this._startTime = performance.now();
    this._delta = 0;
    this._elapsed = 0;
    this._timescale = 1;
    this._document = null;
    this._pageVisibilityHandler = null;
  }
  /**
   * Connect the timer to the given document.Calling this method is not mandatory to
   * use the timer but enables the usage of the Page Visibility API to avoid large time
   * delta values.
   *
   * @param {Document} document - The document.
   */
  connect(document2) {
    this._document = document2;
    if (document2.hidden !== void 0) {
      this._pageVisibilityHandler = handleVisibilityChange.bind(this);
      document2.addEventListener("visibilitychange", this._pageVisibilityHandler, false);
    }
  }
  /**
   * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
   */
  disconnect() {
    if (this._pageVisibilityHandler !== null) {
      this._document.removeEventListener("visibilitychange", this._pageVisibilityHandler);
      this._pageVisibilityHandler = null;
    }
    this._document = null;
  }
  /**
   * Returns the time delta in seconds.
   *
   * @return {number} The time delta in second.
   */
  getDelta() {
    return this._delta / 1e3;
  }
  /**
   * Returns the elapsed time in seconds.
   *
   * @return {number} The elapsed time in second.
   */
  getElapsed() {
    return this._elapsed / 1e3;
  }
  /**
   * Returns the timescale.
   *
   * @return {number} The timescale.
   */
  getTimescale() {
    return this._timescale;
  }
  /**
   * Sets the given timescale which scale the time delta computation
   * in `update()`.
   *
   * @param {number} timescale - The timescale to set.
   * @return {Timer} A reference to this timer.
   */
  setTimescale(timescale) {
    this._timescale = timescale;
    return this;
  }
  /**
   * Resets the time computation for the current simulation step.
   *
   * @return {Timer} A reference to this timer.
   */
  reset() {
    this._currentTime = performance.now() - this._startTime;
    return this;
  }
  /**
   * Can be used to free all internal resources. Usually called when
   * the timer instance isn't required anymore.
   */
  dispose() {
    this.disconnect();
  }
  /**
   * Updates the internal state of the timer. This method should be called
   * once per simulation step and before you perform queries against the timer
   * (e.g. via `getDelta()`).
   *
   * @param {number} timestamp - The current time in milliseconds. Can be obtained
   * from the `requestAnimationFrame` callback argument. If not provided, the current
   * time will be determined with `performance.now`.
   * @return {Timer} A reference to this timer.
   */
  update(timestamp) {
    if (this._pageVisibilityHandler !== null && this._document.hidden === true) {
      this._delta = 0;
    } else {
      this._previousTime = this._currentTime;
      this._currentTime = (timestamp !== void 0 ? timestamp : performance.now()) - this._startTime;
      this._delta = (this._currentTime - this._previousTime) * this._timescale;
      this._elapsed += this._delta;
    }
    return this;
  }
};
function handleVisibilityChange() {
  if (this._document.hidden === false) this.reset();
}
var Spherical = class {
  /**
   * Constructs a new spherical.
   *
   * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
   * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
   * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
   */
  constructor(radius = 1, phi = 0, theta = 0) {
    this.radius = radius;
    this.phi = phi;
    this.theta = theta;
  }
  /**
   * Sets the spherical components by copying the given values.
   *
   * @param {number} radius - The radius.
   * @param {number} phi - The polar angle.
   * @param {number} theta - The azimuthal angle.
   * @return {Spherical} A reference to this spherical.
   */
  set(radius, phi, theta) {
    this.radius = radius;
    this.phi = phi;
    this.theta = theta;
    return this;
  }
  /**
   * Copies the values of the given spherical to this instance.
   *
   * @param {Spherical} other - The spherical to copy.
   * @return {Spherical} A reference to this spherical.
   */
  copy(other) {
    this.radius = other.radius;
    this.phi = other.phi;
    this.theta = other.theta;
    return this;
  }
  /**
   * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
   * `0.000001`.
   *
   * @return {Spherical} A reference to this spherical.
   */
  makeSafe() {
    const EPS = 1e-6;
    this.phi = clamp(this.phi, EPS, Math.PI - EPS);
    return this;
  }
  /**
   * Sets the spherical components from the given vector which is assumed to hold
   * Cartesian coordinates.
   *
   * @param {Vector3} v - The vector to set.
   * @return {Spherical} A reference to this spherical.
   */
  setFromVector3(v) {
    return this.setFromCartesianCoords(v.x, v.y, v.z);
  }
  /**
   * Sets the spherical components from the given Cartesian coordinates.
   *
   * @param {number} x - The x value.
   * @param {number} y - The y value.
   * @param {number} z - The z value.
   * @return {Spherical} A reference to this spherical.
   */
  setFromCartesianCoords(x, y, z) {
    this.radius = Math.sqrt(x * x + y * y + z * z);
    if (this.radius === 0) {
      this.theta = 0;
      this.phi = 0;
    } else {
      this.theta = Math.atan2(x, z);
      this.phi = Math.acos(clamp(y / this.radius, -1, 1));
    }
    return this;
  }
  /**
   * Returns a new spherical with copied values from this instance.
   *
   * @return {Spherical} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
};
var Cylindrical = class {
  /**
   * Constructs a new cylindrical.
   *
   * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
   * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
   * @param {number} [y=0] - The height above the x-z plane.
   */
  constructor(radius = 1, theta = 0, y = 0) {
    this.radius = radius;
    this.theta = theta;
    this.y = y;
  }
  /**
   * Sets the cylindrical components by copying the given values.
   *
   * @param {number} radius - The radius.
   * @param {number} theta - The theta angle.
   * @param {number} y - The height value.
   * @return {Cylindrical} A reference to this cylindrical.
   */
  set(radius, theta, y) {
    this.radius = radius;
    this.theta = theta;
    this.y = y;
    return this;
  }
  /**
   * Copies the values of the given cylindrical to this instance.
   *
   * @param {Cylindrical} other - The cylindrical to copy.
   * @return {Cylindrical} A reference to this cylindrical.
   */
  copy(other) {
    this.radius = other.radius;
    this.theta = other.theta;
    this.y = other.y;
    return this;
  }
  /**
   * Sets the cylindrical components from the given vector which is assumed to hold
   * Cartesian coordinates.
   *
   * @param {Vector3} v - The vector to set.
   * @return {Cylindrical} A reference to this cylindrical.
   */
  setFromVector3(v) {
    return this.setFromCartesianCoords(v.x, v.y, v.z);
  }
  /**
   * Sets the cylindrical components from the given Cartesian coordinates.
   *
   * @param {number} x - The x value.
   * @param {number} y - The x value.
   * @param {number} z - The x value.
   * @return {Cylindrical} A reference to this cylindrical.
   */
  setFromCartesianCoords(x, y, z) {
    this.radius = Math.sqrt(x * x + z * z);
    this.theta = Math.atan2(x, z);
    this.y = y;
    return this;
  }
  /**
   * Returns a new cylindrical with copied values from this instance.
   *
   * @return {Cylindrical} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
};
var Matrix2 = class _Matrix2 {
  /**
   * Constructs a new 2x2 matrix. The arguments are supposed to be
   * in row-major order. If no arguments are provided, the constructor
   * initializes the matrix as an identity matrix.
   *
   * @param {number} [n11] - 1-1 matrix element.
   * @param {number} [n12] - 1-2 matrix element.
   * @param {number} [n21] - 2-1 matrix element.
   * @param {number} [n22] - 2-2 matrix element.
   */
  constructor(n11, n12, n21, n22) {
    _Matrix2.prototype.isMatrix2 = true;
    this.elements = [
      1,
      0,
      0,
      1
    ];
    if (n11 !== void 0) {
      this.set(n11, n12, n21, n22);
    }
  }
  /**
   * Sets this matrix to the 2x2 identity matrix.
   *
   * @return {Matrix2} A reference to this matrix.
   */
  identity() {
    this.set(
      1,
      0,
      0,
      1
    );
    return this;
  }
  /**
   * Sets the elements of the matrix from the given array.
   *
   * @param {Array<number>} array - The matrix elements in column-major order.
   * @param {number} [offset=0] - Index of the first element in the array.
   * @return {Matrix2} A reference to this matrix.
   */
  fromArray(array, offset = 0) {
    for (let i = 0; i < 4; i++) {
      this.elements[i] = array[i + offset];
    }
    return this;
  }
  /**
   * Sets the elements of the matrix.The arguments are supposed to be
   * in row-major order.
   *
   * @param {number} n11 - 1-1 matrix element.
   * @param {number} n12 - 1-2 matrix element.
   * @param {number} n21 - 2-1 matrix element.
   * @param {number} n22 - 2-2 matrix element.
   * @return {Matrix2} A reference to this matrix.
   */
  set(n11, n12, n21, n22) {
    const te = this.elements;
    te[0] = n11;
    te[2] = n12;
    te[1] = n21;
    te[3] = n22;
    return this;
  }
};
var _vector$4 = new Vector2();
var Box2 = class {
  /**
   * Constructs a new bounding box.
   *
   * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
   * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
   */
  constructor(min = new Vector2(Infinity, Infinity), max = new Vector2(-Infinity, -Infinity)) {
    this.isBox2 = true;
    this.min = min;
    this.max = max;
  }
  /**
   * Sets the lower and upper boundaries of this box.
   * Please note that this method only copies the values from the given objects.
   *
   * @param {Vector2} min - The lower boundary of the box.
   * @param {Vector2} max - The upper boundary of the box.
   * @return {Box2} A reference to this bounding box.
   */
  set(min, max) {
    this.min.copy(min);
    this.max.copy(max);
    return this;
  }
  /**
   * Sets the upper and lower bounds of this box so it encloses the position data
   * in the given array.
   *
   * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
   * @return {Box2} A reference to this bounding box.
   */
  setFromPoints(points) {
    this.makeEmpty();
    for (let i = 0, il = points.length; i < il; i++) {
      this.expandByPoint(points[i]);
    }
    return this;
  }
  /**
   * Centers this box on the given center vector and sets this box's width, height and
   * depth to the given size values.
   *
   * @param {Vector2} center - The center of the box.
   * @param {Vector2} size - The x and y dimensions of the box.
   * @return {Box2} A reference to this bounding box.
   */
  setFromCenterAndSize(center, size) {
    const halfSize = _vector$4.copy(size).multiplyScalar(0.5);
    this.min.copy(center).sub(halfSize);
    this.max.copy(center).add(halfSize);
    return this;
  }
  /**
   * Returns a new box with copied values from this instance.
   *
   * @return {Box2} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
  /**
   * Copies the values of the given box to this instance.
   *
   * @param {Box2} box - The box to copy.
   * @return {Box2} A reference to this bounding box.
   */
  copy(box) {
    this.min.copy(box.min);
    this.max.copy(box.max);
    return this;
  }
  /**
   * Makes this box empty which means in encloses a zero space in 2D.
   *
   * @return {Box2} A reference to this bounding box.
   */
  makeEmpty() {
    this.min.x = this.min.y = Infinity;
    this.max.x = this.max.y = -Infinity;
    return this;
  }
  /**
   * Returns true if this box includes zero points within its bounds.
   * Note that a box with equal lower and upper bounds still includes one
   * point, the one both bounds share.
   *
   * @return {boolean} Whether this box is empty or not.
   */
  isEmpty() {
    return this.max.x < this.min.x || this.max.y < this.min.y;
  }
  /**
   * Returns the center point of this box.
   *
   * @param {Vector2} target - The target vector that is used to store the method's result.
   * @return {Vector2} The center point.
   */
  getCenter(target) {
    return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  }
  /**
   * Returns the dimensions of this box.
   *
   * @param {Vector2} target - The target vector that is used to store the method's result.
   * @return {Vector2} The size.
   */
  getSize(target) {
    return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
  }
  /**
   * Expands the boundaries of this box to include the given point.
   *
   * @param {Vector2} point - The point that should be included by the bounding box.
   * @return {Box2} A reference to this bounding box.
   */
  expandByPoint(point) {
    this.min.min(point);
    this.max.max(point);
    return this;
  }
  /**
   * Expands this box equilaterally by the given vector. The width of this
   * box will be expanded by the x component of the vector in both
   * directions. The height of this box will be expanded by the y component of
   * the vector in both directions.
   *
   * @param {Vector2} vector - The vector that should expand the bounding box.
   * @return {Box2} A reference to this bounding box.
   */
  expandByVector(vector) {
    this.min.sub(vector);
    this.max.add(vector);
    return this;
  }
  /**
   * Expands each dimension of the box by the given scalar. If negative, the
   * dimensions of the box will be contracted.
   *
   * @param {number} scalar - The scalar value that should expand the bounding box.
   * @return {Box2} A reference to this bounding box.
   */
  expandByScalar(scalar) {
    this.min.addScalar(-scalar);
    this.max.addScalar(scalar);
    return this;
  }
  /**
   * Returns `true` if the given point lies within or on the boundaries of this box.
   *
   * @param {Vector2} point - The point to test.
   * @return {boolean} Whether the bounding box contains the given point or not.
   */
  containsPoint(point) {
    return point.x >= this.min.x && point.x <= this.max.x && point.y >= this.min.y && point.y <= this.max.y;
  }
  /**
   * Returns `true` if this bounding box includes the entirety of the given bounding box.
   * If this box and the given one are identical, this function also returns `true`.
   *
   * @param {Box2} box - The bounding box to test.
   * @return {boolean} Whether the bounding box contains the given bounding box or not.
   */
  containsBox(box) {
    return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
  }
  /**
   * Returns a point as a proportion of this box's width and height.
   *
   * @param {Vector2} point - A point in 2D space.
   * @param {Vector2} target - The target vector that is used to store the method's result.
   * @return {Vector2} A point as a proportion of this box's width and height.
   */
  getParameter(point, target) {
    return target.set(
      (point.x - this.min.x) / (this.max.x - this.min.x),
      (point.y - this.min.y) / (this.max.y - this.min.y)
    );
  }
  /**
   * Returns `true` if the given bounding box intersects with this bounding box.
   *
   * @param {Box2} box - The bounding box to test.
   * @return {boolean} Whether the given bounding box intersects with this bounding box.
   */
  intersectsBox(box) {
    return box.max.x >= this.min.x && box.min.x <= this.max.x && box.max.y >= this.min.y && box.min.y <= this.max.y;
  }
  /**
   * Clamps the given point within the bounds of this box.
   *
   * @param {Vector2} point - The point to clamp.
   * @param {Vector2} target - The target vector that is used to store the method's result.
   * @return {Vector2} The clamped point.
   */
  clampPoint(point, target) {
    return target.copy(point).clamp(this.min, this.max);
  }
  /**
   * Returns the euclidean distance from any edge of this box to the specified point. If
   * the given point lies inside of this box, the distance will be `0`.
   *
   * @param {Vector2} point - The point to compute the distance to.
   * @return {number} The euclidean distance.
   */
  distanceToPoint(point) {
    return this.clampPoint(point, _vector$4).distanceTo(point);
  }
  /**
   * Computes the intersection of this bounding box and the given one, setting the upper
   * bound of this box to the lesser of the two boxes' upper bounds and the
   * lower bound of this box to the greater of the two boxes' lower bounds. If
   * there's no overlap, makes this box empty.
   *
   * @param {Box2} box - The bounding box to intersect with.
   * @return {Box2} A reference to this bounding box.
   */
  intersect(box) {
    this.min.max(box.min);
    this.max.min(box.max);
    if (this.isEmpty()) this.makeEmpty();
    return this;
  }
  /**
   * Computes the union of this box and another and the given one, setting the upper
   * bound of this box to the greater of the two boxes' upper bounds and the
   * lower bound of this box to the lesser of the two boxes' lower bounds.
   *
   * @param {Box2} box - The bounding box that will be unioned with this instance.
   * @return {Box2} A reference to this bounding box.
   */
  union(box) {
    this.min.min(box.min);
    this.max.max(box.max);
    return this;
  }
  /**
   * Adds the given offset to both the upper and lower bounds of this bounding box,
   * effectively moving it in 2D space.
   *
   * @param {Vector2} offset - The offset that should be used to translate the bounding box.
   * @return {Box2} A reference to this bounding box.
   */
  translate(offset) {
    this.min.add(offset);
    this.max.add(offset);
    return this;
  }
  /**
   * Returns `true` if this bounding box is equal with the given one.
   *
   * @param {Box2} box - The box to test for equality.
   * @return {boolean} Whether this bounding box is equal with the given one.
   */
  equals(box) {
    return box.min.equals(this.min) && box.max.equals(this.max);
  }
};
var _startP = new Vector3();
var _startEnd = new Vector3();
var _d1 = new Vector3();
var _d2 = new Vector3();
var _r = new Vector3();
var _c1 = new Vector3();
var _c2 = new Vector3();
var Line3 = class {
  /**
   * Constructs a new line segment.
   *
   * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
   * @param {Vector3} [end=(0,0,0)] - End of the line segment.
   */
  constructor(start = new Vector3(), end = new Vector3()) {
    this.start = start;
    this.end = end;
  }
  /**
   * Sets the start and end values by copying the given vectors.
   *
   * @param {Vector3} start - The start point.
   * @param {Vector3} end - The end point.
   * @return {Line3} A reference to this line segment.
   */
  set(start, end) {
    this.start.copy(start);
    this.end.copy(end);
    return this;
  }
  /**
   * Copies the values of the given line segment to this instance.
   *
   * @param {Line3} line - The line segment to copy.
   * @return {Line3} A reference to this line segment.
   */
  copy(line) {
    this.start.copy(line.start);
    this.end.copy(line.end);
    return this;
  }
  /**
   * Returns the center of the line segment.
   *
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The center point.
   */
  getCenter(target) {
    return target.addVectors(this.start, this.end).multiplyScalar(0.5);
  }
  /**
   * Returns the delta vector of the line segment's start and end point.
   *
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The delta vector.
   */
  delta(target) {
    return target.subVectors(this.end, this.start);
  }
  /**
   * Returns the squared Euclidean distance between the line' start and end point.
   *
   * @return {number} The squared Euclidean distance.
   */
  distanceSq() {
    return this.start.distanceToSquared(this.end);
  }
  /**
   * Returns the Euclidean distance between the line' start and end point.
   *
   * @return {number} The Euclidean distance.
   */
  distance() {
    return this.start.distanceTo(this.end);
  }
  /**
   * Returns a vector at a certain position along the line segment.
   *
   * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The delta vector.
   */
  at(t, target) {
    return this.delta(target).multiplyScalar(t).add(this.start);
  }
  /**
   * Returns a point parameter based on the closest point as projected on the line segment.
   *
   * @param {Vector3} point - The point for which to return a point parameter.
   * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
   * @return {number} The point parameter.
   */
  closestPointToPointParameter(point, clampToLine) {
    _startP.subVectors(point, this.start);
    _startEnd.subVectors(this.end, this.start);
    const startEnd2 = _startEnd.dot(_startEnd);
    const startEnd_startP = _startEnd.dot(_startP);
    let t = startEnd_startP / startEnd2;
    if (clampToLine) {
      t = clamp(t, 0, 1);
    }
    return t;
  }
  /**
   * Returns the closest point on the line for a given point.
   *
   * @param {Vector3} point - The point to compute the closest point on the line for.
   * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
   * @param {Vector3} target - The target vector that is used to store the method's result.
   * @return {Vector3} The closest point on the line.
   */
  closestPointToPoint(point, clampToLine, target) {
    const t = this.closestPointToPointParameter(point, clampToLine);
    return this.delta(target).multiplyScalar(t).add(this.start);
  }
  /**
   * Returns the closest squared distance between this line segment and the given one.
   *
   * @param {Line3} line - The line segment to compute the closest squared distance to.
   * @param {Vector3} [c1] - The closest point on this line segment.
   * @param {Vector3} [c2] - The closest point on the given line segment.
   * @return {number} The squared distance between this line segment and the given one.
   */
  distanceSqToLine3(line, c1 = _c1, c2 = _c2) {
    const EPSILON = 1e-8 * 1e-8;
    let s, t;
    const p1 = this.start;
    const p2 = line.start;
    const q1 = this.end;
    const q2 = line.end;
    _d1.subVectors(q1, p1);
    _d2.subVectors(q2, p2);
    _r.subVectors(p1, p2);
    const a = _d1.dot(_d1);
    const e = _d2.dot(_d2);
    const f = _d2.dot(_r);
    if (a <= EPSILON && e <= EPSILON) {
      c1.copy(p1);
      c2.copy(p2);
      c1.sub(c2);
      return c1.dot(c1);
    }
    if (a <= EPSILON) {
      s = 0;
      t = f / e;
      t = clamp(t, 0, 1);
    } else {
      const c = _d1.dot(_r);
      if (e <= EPSILON) {
        t = 0;
        s = clamp(-c / a, 0, 1);
      } else {
        const b = _d1.dot(_d2);
        const denom = a * e - b * b;
        if (denom !== 0) {
          s = clamp((b * f - c * e) / denom, 0, 1);
        } else {
          s = 0;
        }
        t = (b * s + f) / e;
        if (t < 0) {
          t = 0;
          s = clamp(-c / a, 0, 1);
        } else if (t > 1) {
          t = 1;
          s = clamp((b - c) / a, 0, 1);
        }
      }
    }
    c1.copy(p1).add(_d1.multiplyScalar(s));
    c2.copy(p2).add(_d2.multiplyScalar(t));
    c1.sub(c2);
    return c1.dot(c1);
  }
  /**
   * Applies a 4x4 transformation matrix to this line segment.
   *
   * @param {Matrix4} matrix - The transformation matrix.
   * @return {Line3} A reference to this line segment.
   */
  applyMatrix4(matrix) {
    this.start.applyMatrix4(matrix);
    this.end.applyMatrix4(matrix);
    return this;
  }
  /**
   * Returns `true` if this line segment is equal with the given one.
   *
   * @param {Line3} line - The line segment to test for equality.
   * @return {boolean} Whether this line segment is equal with the given one.
   */
  equals(line) {
    return line.start.equals(this.start) && line.end.equals(this.end);
  }
  /**
   * Returns a new line segment with copied values from this instance.
   *
   * @return {Line3} A clone of this instance.
   */
  clone() {
    return new this.constructor().copy(this);
  }
};
var _vector$3 = new Vector3();
var SpotLightHelper = class extends Object3D {
  /**
   * Constructs a new spot light helper.
   *
   * @param {HemisphereLight} light - The light to be visualized.
   * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
   * the color of the light.
   */
  constructor(light, color) {
    super();
    this.light = light;
    this.matrixAutoUpdate = false;
    this.color = color;
    this.type = "SpotLightHelper";
    const geometry = new BufferGeometry();
    const positions = [
      0,
      0,
      0,
      0,
      0,
      1,
      0,
      0,
      0,
      1,
      0,
      1,
      0,
      0,
      0,
      -1,
      0,
      1,
      0,
      0,
      0,
      0,
      1,
      1,
      0,
      0,
      0,
      0,
      -1,
      1
    ];
    for (let i = 0, j = 1, l = 32; i < l; i++, j++) {
      const p1 = i / l * Math.PI * 2;
      const p2 = j / l * Math.PI * 2;
      positions.push(
        Math.cos(p1),
        Math.sin(p1),
        1,
        Math.cos(p2),
        Math.sin(p2),
        1
      );
    }
    geometry.setAttribute("position", new Float32BufferAttribute(positions, 3));
    const material = new LineBasicMaterial({ fog: false, toneMapped: false });
    this.cone = new LineSegments(geometry, material);
    this.add(this.cone);
    this.update();
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.cone.geometry.dispose();
    this.cone.material.dispose();
  }
  /**
   * Updates the helper to match the position and direction of the
   * light being visualized.
   */
  update() {
    this.light.updateWorldMatrix(true, false);
    this.light.target.updateWorldMatrix(true, false);
    if (this.parent) {
      this.parent.updateWorldMatrix(true);
      this.matrix.copy(this.parent.matrixWorld).invert().multiply(this.light.matrixWorld);
    } else {
      this.matrix.copy(this.light.matrixWorld);
    }
    this.matrixWorld.copy(this.light.matrixWorld);
    const coneLength = this.light.distance ? this.light.distance : 1e3;
    const coneWidth = coneLength * Math.tan(this.light.angle);
    this.cone.scale.set(coneWidth, coneWidth, coneLength);
    _vector$3.setFromMatrixPosition(this.light.target.matrixWorld);
    this.cone.lookAt(_vector$3);
    if (this.color !== void 0) {
      this.cone.material.color.set(this.color);
    } else {
      this.cone.material.color.copy(this.light.color);
    }
  }
};
var _vector$2 = new Vector3();
var _boneMatrix = new Matrix4();
var _matrixWorldInv = new Matrix4();
var SkeletonHelper = class extends LineSegments {
  /**
   * Constructs a new skeleton helper.
   *
   * @param {Object3D} object -  Usually an instance of {@link SkinnedMesh}. However, any 3D object
   * can be used if it represents a hierarchy of bones (see {@link Bone}).
   */
  constructor(object) {
    const bones = getBoneList(object);
    const geometry = new BufferGeometry();
    const vertices = [];
    const colors = [];
    for (let i = 0; i < bones.length; i++) {
      const bone = bones[i];
      if (bone.parent && bone.parent.isBone) {
        vertices.push(0, 0, 0);
        vertices.push(0, 0, 0);
        colors.push(0, 0, 0);
        colors.push(0, 0, 0);
      }
    }
    geometry.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    geometry.setAttribute("color", new Float32BufferAttribute(colors, 3));
    const material = new LineBasicMaterial({ vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true });
    super(geometry, material);
    this.isSkeletonHelper = true;
    this.type = "SkeletonHelper";
    this.root = object;
    this.bones = bones;
    this.matrix = object.matrixWorld;
    this.matrixAutoUpdate = false;
    const color1 = new Color(255);
    const color2 = new Color(65280);
    this.setColors(color1, color2);
  }
  updateMatrixWorld(force) {
    const bones = this.bones;
    const geometry = this.geometry;
    const position = geometry.getAttribute("position");
    _matrixWorldInv.copy(this.root.matrixWorld).invert();
    for (let i = 0, j = 0; i < bones.length; i++) {
      const bone = bones[i];
      if (bone.parent && bone.parent.isBone) {
        _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
        _vector$2.setFromMatrixPosition(_boneMatrix);
        position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z);
        _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
        _vector$2.setFromMatrixPosition(_boneMatrix);
        position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z);
        j += 2;
      }
    }
    geometry.getAttribute("position").needsUpdate = true;
    super.updateMatrixWorld(force);
  }
  /**
   * Defines the colors of the helper.
   *
   * @param {Color} color1 - The first line color for each bone.
   * @param {Color} color2 - The second line color for each bone.
   * @return {SkeletonHelper} A reference to this helper.
   */
  setColors(color1, color2) {
    const geometry = this.geometry;
    const colorAttribute = geometry.getAttribute("color");
    for (let i = 0; i < colorAttribute.count; i += 2) {
      colorAttribute.setXYZ(i, color1.r, color1.g, color1.b);
      colorAttribute.setXYZ(i + 1, color2.r, color2.g, color2.b);
    }
    colorAttribute.needsUpdate = true;
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
  }
};
function getBoneList(object) {
  const boneList = [];
  if (object.isBone === true) {
    boneList.push(object);
  }
  for (let i = 0; i < object.children.length; i++) {
    boneList.push(...getBoneList(object.children[i]));
  }
  return boneList;
}
var PointLightHelper = class extends Mesh {
  /**
   * Constructs a new point light helper.
   *
   * @param {PointLight} light - The light to be visualized.
   * @param {number} [sphereSize=1] - The size of the sphere helper.
   * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
   * the color of the light.
   */
  constructor(light, sphereSize, color) {
    const geometry = new SphereGeometry(sphereSize, 4, 2);
    const material = new MeshBasicMaterial({ wireframe: true, fog: false, toneMapped: false });
    super(geometry, material);
    this.light = light;
    this.color = color;
    this.type = "PointLightHelper";
    this.matrix = this.light.matrixWorld;
    this.matrixAutoUpdate = false;
    this.update();
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
  }
  /**
   * Updates the helper to match the position of the
   * light being visualized.
   */
  update() {
    this.light.updateWorldMatrix(true, false);
    if (this.color !== void 0) {
      this.material.color.set(this.color);
    } else {
      this.material.color.copy(this.light.color);
    }
  }
};
var _vector$1 = new Vector3();
var _color1 = new Color();
var _color2 = new Color();
var HemisphereLightHelper = class extends Object3D {
  /**
   * Constructs a new hemisphere light helper.
   *
   * @param {HemisphereLight} light - The light to be visualized.
   * @param {number} [size=1] - The size of the mesh used to visualize the light.
   * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
   * the color of the light.
   */
  constructor(light, size, color) {
    super();
    this.light = light;
    this.matrix = light.matrixWorld;
    this.matrixAutoUpdate = false;
    this.color = color;
    this.type = "HemisphereLightHelper";
    const geometry = new OctahedronGeometry(size);
    geometry.rotateY(Math.PI * 0.5);
    this.material = new MeshBasicMaterial({ wireframe: true, fog: false, toneMapped: false });
    if (this.color === void 0) this.material.vertexColors = true;
    const position = geometry.getAttribute("position");
    const colors = new Float32Array(position.count * 3);
    geometry.setAttribute("color", new BufferAttribute(colors, 3));
    this.add(new Mesh(geometry, this.material));
    this.update();
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.children[0].geometry.dispose();
    this.children[0].material.dispose();
  }
  /**
   * Updates the helper to match the position and direction of the
   * light being visualized.
   */
  update() {
    const mesh = this.children[0];
    if (this.color !== void 0) {
      this.material.color.set(this.color);
    } else {
      const colors = mesh.geometry.getAttribute("color");
      _color1.copy(this.light.color);
      _color2.copy(this.light.groundColor);
      for (let i = 0, l = colors.count; i < l; i++) {
        const color = i < l / 2 ? _color1 : _color2;
        colors.setXYZ(i, color.r, color.g, color.b);
      }
      colors.needsUpdate = true;
    }
    this.light.updateWorldMatrix(true, false);
    mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate());
  }
};
var GridHelper = class extends LineSegments {
  /**
   * Constructs a new grid helper.
   *
   * @param {number} [size=10] - The size of the grid.
   * @param {number} [divisions=10] - The number of divisions across the grid.
   * @param {number|Color|string} [color1=0x444444] - The color of the center line.
   * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
   */
  constructor(size = 10, divisions = 10, color1 = 4473924, color2 = 8947848) {
    color1 = new Color(color1);
    color2 = new Color(color2);
    const center = divisions / 2;
    const step = size / divisions;
    const halfSize = size / 2;
    const vertices = [], colors = [];
    for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {
      vertices.push(-halfSize, 0, k, halfSize, 0, k);
      vertices.push(k, 0, -halfSize, k, 0, halfSize);
      const color = i === center ? color1 : color2;
      color.toArray(colors, j);
      j += 3;
      color.toArray(colors, j);
      j += 3;
      color.toArray(colors, j);
      j += 3;
      color.toArray(colors, j);
      j += 3;
    }
    const geometry = new BufferGeometry();
    geometry.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    geometry.setAttribute("color", new Float32BufferAttribute(colors, 3));
    const material = new LineBasicMaterial({ vertexColors: true, toneMapped: false });
    super(geometry, material);
    this.type = "GridHelper";
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
  }
};
var PolarGridHelper = class extends LineSegments {
  /**
   * Constructs a new polar grid helper.
   *
   * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
   * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
   * @param {number} [rings=16] - The number of rings. This can be any positive integer.
   * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
   * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
   * @param {number|Color|string} [color2=0x888888] -  The second color used for grid elements.
   */
  constructor(radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 4473924, color2 = 8947848) {
    color1 = new Color(color1);
    color2 = new Color(color2);
    const vertices = [];
    const colors = [];
    if (sectors > 1) {
      for (let i = 0; i < sectors; i++) {
        const v = i / sectors * (Math.PI * 2);
        const x = Math.sin(v) * radius;
        const z = Math.cos(v) * radius;
        vertices.push(0, 0, 0);
        vertices.push(x, 0, z);
        const color = i & 1 ? color1 : color2;
        colors.push(color.r, color.g, color.b);
        colors.push(color.r, color.g, color.b);
      }
    }
    for (let i = 0; i < rings; i++) {
      const color = i & 1 ? color1 : color2;
      const r = radius - radius / rings * i;
      for (let j = 0; j < divisions; j++) {
        let v = j / divisions * (Math.PI * 2);
        let x = Math.sin(v) * r;
        let z = Math.cos(v) * r;
        vertices.push(x, 0, z);
        colors.push(color.r, color.g, color.b);
        v = (j + 1) / divisions * (Math.PI * 2);
        x = Math.sin(v) * r;
        z = Math.cos(v) * r;
        vertices.push(x, 0, z);
        colors.push(color.r, color.g, color.b);
      }
    }
    const geometry = new BufferGeometry();
    geometry.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    geometry.setAttribute("color", new Float32BufferAttribute(colors, 3));
    const material = new LineBasicMaterial({ vertexColors: true, toneMapped: false });
    super(geometry, material);
    this.type = "PolarGridHelper";
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
  }
};
var _v1 = new Vector3();
var _v2 = new Vector3();
var _v3 = new Vector3();
var DirectionalLightHelper = class extends Object3D {
  /**
   * Constructs a new directional light helper.
   *
   * @param {DirectionalLight} light - The light to be visualized.
   * @param {number} [size=1] - The dimensions of the plane.
   * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
   * the color of the light.
   */
  constructor(light, size, color) {
    super();
    this.light = light;
    this.matrix = light.matrixWorld;
    this.matrixAutoUpdate = false;
    this.color = color;
    this.type = "DirectionalLightHelper";
    if (size === void 0) size = 1;
    let geometry = new BufferGeometry();
    geometry.setAttribute("position", new Float32BufferAttribute([
      -size,
      size,
      0,
      size,
      size,
      0,
      size,
      -size,
      0,
      -size,
      -size,
      0,
      -size,
      size,
      0
    ], 3));
    const material = new LineBasicMaterial({ fog: false, toneMapped: false });
    this.lightPlane = new Line(geometry, material);
    this.add(this.lightPlane);
    geometry = new BufferGeometry();
    geometry.setAttribute("position", new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
    this.targetLine = new Line(geometry, material);
    this.add(this.targetLine);
    this.update();
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.lightPlane.geometry.dispose();
    this.lightPlane.material.dispose();
    this.targetLine.geometry.dispose();
    this.targetLine.material.dispose();
  }
  /**
   * Updates the helper to match the position and direction of the
   * light being visualized.
   */
  update() {
    this.light.updateWorldMatrix(true, false);
    this.light.target.updateWorldMatrix(true, false);
    _v1.setFromMatrixPosition(this.light.matrixWorld);
    _v2.setFromMatrixPosition(this.light.target.matrixWorld);
    _v3.subVectors(_v2, _v1);
    this.lightPlane.lookAt(_v2);
    if (this.color !== void 0) {
      this.lightPlane.material.color.set(this.color);
      this.targetLine.material.color.set(this.color);
    } else {
      this.lightPlane.material.color.copy(this.light.color);
      this.targetLine.material.color.copy(this.light.color);
    }
    this.targetLine.lookAt(_v2);
    this.targetLine.scale.z = _v3.length();
  }
};
var _vector = new Vector3();
var _camera = new Camera();
var CameraHelper = class extends LineSegments {
  /**
   * Constructs a new arrow helper.
   *
   * @param {Camera} camera - The camera to visualize.
   */
  constructor(camera) {
    const geometry = new BufferGeometry();
    const material = new LineBasicMaterial({ color: 16777215, vertexColors: true, toneMapped: false });
    const vertices = [];
    const colors = [];
    const pointMap = {};
    addLine("n1", "n2");
    addLine("n2", "n4");
    addLine("n4", "n3");
    addLine("n3", "n1");
    addLine("f1", "f2");
    addLine("f2", "f4");
    addLine("f4", "f3");
    addLine("f3", "f1");
    addLine("n1", "f1");
    addLine("n2", "f2");
    addLine("n3", "f3");
    addLine("n4", "f4");
    addLine("p", "n1");
    addLine("p", "n2");
    addLine("p", "n3");
    addLine("p", "n4");
    addLine("u1", "u2");
    addLine("u2", "u3");
    addLine("u3", "u1");
    addLine("c", "t");
    addLine("p", "c");
    addLine("cn1", "cn2");
    addLine("cn3", "cn4");
    addLine("cf1", "cf2");
    addLine("cf3", "cf4");
    function addLine(a, b) {
      addPoint(a);
      addPoint(b);
    }
    function addPoint(id) {
      vertices.push(0, 0, 0);
      colors.push(0, 0, 0);
      if (pointMap[id] === void 0) {
        pointMap[id] = [];
      }
      pointMap[id].push(vertices.length / 3 - 1);
    }
    geometry.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    geometry.setAttribute("color", new Float32BufferAttribute(colors, 3));
    super(geometry, material);
    this.type = "CameraHelper";
    this.camera = camera;
    if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();
    this.matrix = camera.matrixWorld;
    this.matrixAutoUpdate = false;
    this.pointMap = pointMap;
    this.update();
    const colorFrustum = new Color(16755200);
    const colorCone = new Color(16711680);
    const colorUp = new Color(43775);
    const colorTarget = new Color(16777215);
    const colorCross = new Color(3355443);
    this.setColors(colorFrustum, colorCone, colorUp, colorTarget, colorCross);
  }
  /**
   * Defines the colors of the helper.
   *
   * @param {Color} frustum - The frustum line color.
   * @param {Color} cone - The cone line color.
   * @param {Color} up - The up line color.
   * @param {Color} target - The target line color.
   * @param {Color} cross - The cross line color.
   * @return {CameraHelper} A reference to this helper.
   */
  setColors(frustum, cone, up, target, cross) {
    const geometry = this.geometry;
    const colorAttribute = geometry.getAttribute("color");
    colorAttribute.setXYZ(0, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(1, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(2, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(3, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(4, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(5, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(6, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(7, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(8, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(9, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(10, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(11, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(12, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(13, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(14, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(15, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(16, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(17, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(18, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(19, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(20, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(21, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(22, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(23, frustum.r, frustum.g, frustum.b);
    colorAttribute.setXYZ(24, cone.r, cone.g, cone.b);
    colorAttribute.setXYZ(25, cone.r, cone.g, cone.b);
    colorAttribute.setXYZ(26, cone.r, cone.g, cone.b);
    colorAttribute.setXYZ(27, cone.r, cone.g, cone.b);
    colorAttribute.setXYZ(28, cone.r, cone.g, cone.b);
    colorAttribute.setXYZ(29, cone.r, cone.g, cone.b);
    colorAttribute.setXYZ(30, cone.r, cone.g, cone.b);
    colorAttribute.setXYZ(31, cone.r, cone.g, cone.b);
    colorAttribute.setXYZ(32, up.r, up.g, up.b);
    colorAttribute.setXYZ(33, up.r, up.g, up.b);
    colorAttribute.setXYZ(34, up.r, up.g, up.b);
    colorAttribute.setXYZ(35, up.r, up.g, up.b);
    colorAttribute.setXYZ(36, up.r, up.g, up.b);
    colorAttribute.setXYZ(37, up.r, up.g, up.b);
    colorAttribute.setXYZ(38, target.r, target.g, target.b);
    colorAttribute.setXYZ(39, target.r, target.g, target.b);
    colorAttribute.setXYZ(40, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(41, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(42, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(43, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(44, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(45, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(46, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(47, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(48, cross.r, cross.g, cross.b);
    colorAttribute.setXYZ(49, cross.r, cross.g, cross.b);
    colorAttribute.needsUpdate = true;
    return this;
  }
  /**
   * Updates the helper based on the projection matrix of the camera.
   */
  update() {
    const geometry = this.geometry;
    const pointMap = this.pointMap;
    const w = 1, h = 1;
    let nearZ, farZ;
    _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse);
    if (this.camera.reversedDepth === true) {
      nearZ = 1;
      farZ = 0;
    } else {
      if (this.camera.coordinateSystem === WebGLCoordinateSystem) {
        nearZ = -1;
        farZ = 1;
      } else if (this.camera.coordinateSystem === WebGPUCoordinateSystem) {
        nearZ = 0;
        farZ = 1;
      } else {
        throw new Error("THREE.CameraHelper.update(): Invalid coordinate system: " + this.camera.coordinateSystem);
      }
    }
    setPoint("c", pointMap, geometry, _camera, 0, 0, nearZ);
    setPoint("t", pointMap, geometry, _camera, 0, 0, farZ);
    setPoint("n1", pointMap, geometry, _camera, -w, -h, nearZ);
    setPoint("n2", pointMap, geometry, _camera, w, -h, nearZ);
    setPoint("n3", pointMap, geometry, _camera, -w, h, nearZ);
    setPoint("n4", pointMap, geometry, _camera, w, h, nearZ);
    setPoint("f1", pointMap, geometry, _camera, -w, -h, farZ);
    setPoint("f2", pointMap, geometry, _camera, w, -h, farZ);
    setPoint("f3", pointMap, geometry, _camera, -w, h, farZ);
    setPoint("f4", pointMap, geometry, _camera, w, h, farZ);
    setPoint("u1", pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ);
    setPoint("u2", pointMap, geometry, _camera, -w * 0.7, h * 1.1, nearZ);
    setPoint("u3", pointMap, geometry, _camera, 0, h * 2, nearZ);
    setPoint("cf1", pointMap, geometry, _camera, -w, 0, farZ);
    setPoint("cf2", pointMap, geometry, _camera, w, 0, farZ);
    setPoint("cf3", pointMap, geometry, _camera, 0, -h, farZ);
    setPoint("cf4", pointMap, geometry, _camera, 0, h, farZ);
    setPoint("cn1", pointMap, geometry, _camera, -w, 0, nearZ);
    setPoint("cn2", pointMap, geometry, _camera, w, 0, nearZ);
    setPoint("cn3", pointMap, geometry, _camera, 0, -h, nearZ);
    setPoint("cn4", pointMap, geometry, _camera, 0, h, nearZ);
    geometry.getAttribute("position").needsUpdate = true;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
  }
};
function setPoint(point, pointMap, geometry, camera, x, y, z) {
  _vector.set(x, y, z).unproject(camera);
  const points = pointMap[point];
  if (points !== void 0) {
    const position = geometry.getAttribute("position");
    for (let i = 0, l = points.length; i < l; i++) {
      position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);
    }
  }
}
var _box = new Box3();
var BoxHelper = class extends LineSegments {
  /**
   * Constructs a new box helper.
   *
   * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
   * @param {number|Color|string} [color=0xffff00] - The box's color.
   */
  constructor(object, color = 16776960) {
    const 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]);
    const positions = new Float32Array(8 * 3);
    const geometry = new BufferGeometry();
    geometry.setIndex(new BufferAttribute(indices, 1));
    geometry.setAttribute("position", new BufferAttribute(positions, 3));
    super(geometry, new LineBasicMaterial({ color, toneMapped: false }));
    this.object = object;
    this.type = "BoxHelper";
    this.matrixAutoUpdate = false;
    this.update();
  }
  /**
   * Updates the helper's geometry to match the dimensions of the object,
   * including any children.
   */
  update() {
    if (this.object !== void 0) {
      _box.setFromObject(this.object);
    }
    if (_box.isEmpty()) return;
    const min = _box.min;
    const max = _box.max;
    const position = this.geometry.attributes.position;
    const array = position.array;
    array[0] = max.x;
    array[1] = max.y;
    array[2] = max.z;
    array[3] = min.x;
    array[4] = max.y;
    array[5] = max.z;
    array[6] = min.x;
    array[7] = min.y;
    array[8] = max.z;
    array[9] = max.x;
    array[10] = min.y;
    array[11] = max.z;
    array[12] = max.x;
    array[13] = max.y;
    array[14] = min.z;
    array[15] = min.x;
    array[16] = max.y;
    array[17] = min.z;
    array[18] = min.x;
    array[19] = min.y;
    array[20] = min.z;
    array[21] = max.x;
    array[22] = min.y;
    array[23] = min.z;
    position.needsUpdate = true;
    this.geometry.computeBoundingSphere();
  }
  /**
   * Updates the wireframe box for the passed object.
   *
   * @param {Object3D} object - The 3D object to create the helper for.
   * @return {BoxHelper} A reference to this instance.
   */
  setFromObject(object) {
    this.object = object;
    this.update();
    return this;
  }
  copy(source, recursive) {
    super.copy(source, recursive);
    this.object = source.object;
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
  }
};
var Box3Helper = class extends LineSegments {
  /**
   * Constructs a new box3 helper.
   *
   * @param {Box3} box - The box to visualize.
   * @param {number|Color|string} [color=0xffff00] - The box's color.
   */
  constructor(box, color = 16776960) {
    const 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]);
    const 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];
    const geometry = new BufferGeometry();
    geometry.setIndex(new BufferAttribute(indices, 1));
    geometry.setAttribute("position", new Float32BufferAttribute(positions, 3));
    super(geometry, new LineBasicMaterial({ color, toneMapped: false }));
    this.box = box;
    this.type = "Box3Helper";
    this.geometry.computeBoundingSphere();
  }
  updateMatrixWorld(force) {
    const box = this.box;
    if (box.isEmpty()) return;
    box.getCenter(this.position);
    box.getSize(this.scale);
    this.scale.multiplyScalar(0.5);
    super.updateMatrixWorld(force);
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
  }
};
var PlaneHelper = class extends Line {
  /**
   * Constructs a new plane helper.
   *
   * @param {Plane} plane - The plane to be visualized.
   * @param {number} [size=1] - The side length of plane helper.
   * @param {number|Color|string} [hex=0xffff00] - The helper's color.
   */
  constructor(plane, size = 1, hex = 16776960) {
    const color = hex;
    const positions = [1, -1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, -1, 0, 1, 1, 0];
    const geometry = new BufferGeometry();
    geometry.setAttribute("position", new Float32BufferAttribute(positions, 3));
    geometry.computeBoundingSphere();
    super(geometry, new LineBasicMaterial({ color, toneMapped: false }));
    this.type = "PlaneHelper";
    this.plane = plane;
    this.size = size;
    const positions2 = [1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0];
    const geometry2 = new BufferGeometry();
    geometry2.setAttribute("position", new Float32BufferAttribute(positions2, 3));
    geometry2.computeBoundingSphere();
    this.add(new Mesh(geometry2, new MeshBasicMaterial({ color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false })));
  }
  updateMatrixWorld(force) {
    this.position.set(0, 0, 0);
    this.scale.set(0.5 * this.size, 0.5 * this.size, 1);
    this.lookAt(this.plane.normal);
    this.translateZ(-this.plane.constant);
    super.updateMatrixWorld(force);
  }
  /**
   * Updates the helper to match the position and direction of the
   * light being visualized.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
    this.children[0].geometry.dispose();
    this.children[0].material.dispose();
  }
};
var _axis = new Vector3();
var _lineGeometry;
var _coneGeometry;
var ArrowHelper = class extends Object3D {
  /**
   * Constructs a new arrow helper.
   *
   * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
   * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
   * @param {number} [length=1] - Length of the arrow in world units.
   * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
   * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
   * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
   */
  constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 16776960, headLength = length * 0.2, headWidth = headLength * 0.2) {
    super();
    this.type = "ArrowHelper";
    if (_lineGeometry === void 0) {
      _lineGeometry = new BufferGeometry();
      _lineGeometry.setAttribute("position", new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
      _coneGeometry = new ConeGeometry(0.5, 1, 5, 1);
      _coneGeometry.translate(0, -0.5, 0);
    }
    this.position.copy(origin);
    this.line = new Line(_lineGeometry, new LineBasicMaterial({ color, toneMapped: false }));
    this.line.matrixAutoUpdate = false;
    this.add(this.line);
    this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({ color, toneMapped: false }));
    this.cone.matrixAutoUpdate = false;
    this.add(this.cone);
    this.setDirection(dir);
    this.setLength(length, headLength, headWidth);
  }
  /**
   * Sets the direction of the helper.
   *
   * @param {Vector3} dir - The normalized direction vector.
   */
  setDirection(dir) {
    if (dir.y > 0.99999) {
      this.quaternion.set(0, 0, 0, 1);
    } else if (dir.y < -0.99999) {
      this.quaternion.set(1, 0, 0, 0);
    } else {
      _axis.set(dir.z, 0, -dir.x).normalize();
      const radians = Math.acos(dir.y);
      this.quaternion.setFromAxisAngle(_axis, radians);
    }
  }
  /**
   * Sets the length of the helper.
   *
   * @param {number} length - Length of the arrow in world units.
   * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
   * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
   */
  setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) {
    this.line.scale.set(1, Math.max(1e-4, length - headLength), 1);
    this.line.updateMatrix();
    this.cone.scale.set(headWidth, headLength, headWidth);
    this.cone.position.y = length;
    this.cone.updateMatrix();
  }
  /**
   * Sets the color of the helper.
   *
   * @param {number|Color|string} color - The color to set.
   */
  setColor(color) {
    this.line.material.color.set(color);
    this.cone.material.color.set(color);
  }
  copy(source) {
    super.copy(source, false);
    this.line.copy(source.line);
    this.cone.copy(source.cone);
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.line.geometry.dispose();
    this.line.material.dispose();
    this.cone.geometry.dispose();
    this.cone.material.dispose();
  }
};
var AxesHelper = class extends LineSegments {
  /**
   * Constructs a new axes helper.
   *
   * @param {number} [size=1] - Size of the lines representing the axes.
   */
  constructor(size = 1) {
    const vertices = [
      0,
      0,
      0,
      size,
      0,
      0,
      0,
      0,
      0,
      0,
      size,
      0,
      0,
      0,
      0,
      0,
      0,
      size
    ];
    const colors = [
      1,
      0,
      0,
      1,
      0.6,
      0,
      0,
      1,
      0,
      0.6,
      1,
      0,
      0,
      0,
      1,
      0,
      0.6,
      1
    ];
    const geometry = new BufferGeometry();
    geometry.setAttribute("position", new Float32BufferAttribute(vertices, 3));
    geometry.setAttribute("color", new Float32BufferAttribute(colors, 3));
    const material = new LineBasicMaterial({ vertexColors: true, toneMapped: false });
    super(geometry, material);
    this.type = "AxesHelper";
  }
  /**
   * Defines the colors of the axes helper.
   *
   * @param {number|Color|string} xAxisColor - The color for the x axis.
   * @param {number|Color|string} yAxisColor - The color for the y axis.
   * @param {number|Color|string} zAxisColor - The color for the z axis.
   * @return {AxesHelper} A reference to this axes helper.
   */
  setColors(xAxisColor, yAxisColor, zAxisColor) {
    const color = new Color();
    const array = this.geometry.attributes.color.array;
    color.set(xAxisColor);
    color.toArray(array, 0);
    color.toArray(array, 3);
    color.set(yAxisColor);
    color.toArray(array, 6);
    color.toArray(array, 9);
    color.set(zAxisColor);
    color.toArray(array, 12);
    color.toArray(array, 15);
    this.geometry.attributes.color.needsUpdate = true;
    return this;
  }
  /**
   * Frees the GPU-related resources allocated by this instance. Call this
   * method whenever this instance is no longer used in your app.
   */
  dispose() {
    this.geometry.dispose();
    this.material.dispose();
  }
};
var ShapePath = class {
  /**
   * Constructs a new shape path.
   */
  constructor() {
    this.type = "ShapePath";
    this.color = new Color();
    this.subPaths = [];
    this.currentPath = null;
  }
  /**
   * Creates a new path and moves it current point to the given one.
   *
   * @param {number} x - The x coordinate.
   * @param {number} y - The y coordinate.
   * @return {ShapePath} A reference to this shape path.
   */
  moveTo(x, y) {
    this.currentPath = new Path();
    this.subPaths.push(this.currentPath);
    this.currentPath.moveTo(x, y);
    return this;
  }
  /**
   * Adds an instance of {@link LineCurve} to the path by connecting
   * the current point with the given one.
   *
   * @param {number} x - The x coordinate of the end point.
   * @param {number} y - The y coordinate of the end point.
   * @return {ShapePath} A reference to this shape path.
   */
  lineTo(x, y) {
    this.currentPath.lineTo(x, y);
    return this;
  }
  /**
   * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
   * the current point with the given one.
   *
   * @param {number} aCPx - The x coordinate of the control point.
   * @param {number} aCPy - The y coordinate of the control point.
   * @param {number} aX - The x coordinate of the end point.
   * @param {number} aY - The y coordinate of the end point.
   * @return {ShapePath} A reference to this shape path.
   */
  quadraticCurveTo(aCPx, aCPy, aX, aY) {
    this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
    return this;
  }
  /**
   * Adds an instance of {@link CubicBezierCurve} to the path by connecting
   * the current point with the given one.
   *
   * @param {number} aCP1x - The x coordinate of the first control point.
   * @param {number} aCP1y - The y coordinate of the first control point.
   * @param {number} aCP2x - The x coordinate of the second control point.
   * @param {number} aCP2y - The y coordinate of the second control point.
   * @param {number} aX - The x coordinate of the end point.
   * @param {number} aY - The y coordinate of the end point.
   * @return {ShapePath} A reference to this shape path.
   */
  bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
    this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
    return this;
  }
  /**
   * Adds an instance of {@link SplineCurve} to the path by connecting
   * the current point with the given list of points.
   *
   * @param {Array<Vector2>} pts - An array of points in 2D space.
   * @return {ShapePath} A reference to this shape path.
   */
  splineThru(pts) {
    this.currentPath.splineThru(pts);
    return this;
  }
  /**
   * Converts the paths into an array of shapes.
   *
   * @param {boolean} isCCW - By default solid shapes are  defined clockwise (CW) and holes are defined counterclockwise (CCW).
   * If this flag is set to `true`, then those are flipped.
   * @return {Array<Shape>} An array of shapes.
   */
  toShapes(isCCW) {
    function toShapesNoHoles(inSubpaths) {
      const shapes2 = [];
      for (let i = 0, l = inSubpaths.length; i < l; i++) {
        const tmpPath2 = inSubpaths[i];
        const tmpShape2 = new Shape();
        tmpShape2.curves = tmpPath2.curves;
        shapes2.push(tmpShape2);
      }
      return shapes2;
    }
    function isPointInsidePolygon(inPt, inPolygon) {
      const polyLen = inPolygon.length;
      let inside = false;
      for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) {
        let edgeLowPt = inPolygon[p];
        let edgeHighPt = inPolygon[q];
        let edgeDx = edgeHighPt.x - edgeLowPt.x;
        let edgeDy = edgeHighPt.y - edgeLowPt.y;
        if (Math.abs(edgeDy) > Number.EPSILON) {
          if (edgeDy < 0) {
            edgeLowPt = inPolygon[q];
            edgeDx = -edgeDx;
            edgeHighPt = inPolygon[p];
            edgeDy = -edgeDy;
          }
          if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;
          if (inPt.y === edgeLowPt.y) {
            if (inPt.x === edgeLowPt.x) return true;
          } else {
            const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
            if (perpEdge === 0) return true;
            if (perpEdge < 0) continue;
            inside = !inside;
          }
        } else {
          if (inPt.y !== edgeLowPt.y) continue;
          if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true;
        }
      }
      return inside;
    }
    const isClockWise = ShapeUtils.isClockWise;
    const subPaths = this.subPaths;
    if (subPaths.length === 0) return [];
    let solid, tmpPath, tmpShape;
    const shapes = [];
    if (subPaths.length === 1) {
      tmpPath = subPaths[0];
      tmpShape = new Shape();
      tmpShape.curves = tmpPath.curves;
      shapes.push(tmpShape);
      return shapes;
    }
    let holesFirst = !isClockWise(subPaths[0].getPoints());
    holesFirst = isCCW ? !holesFirst : holesFirst;
    const betterShapeHoles = [];
    const newShapes = [];
    let newShapeHoles = [];
    let mainIdx = 0;
    let tmpPoints;
    newShapes[mainIdx] = void 0;
    newShapeHoles[mainIdx] = [];
    for (let i = 0, l = subPaths.length; i < l; i++) {
      tmpPath = subPaths[i];
      tmpPoints = tmpPath.getPoints();
      solid = isClockWise(tmpPoints);
      solid = isCCW ? !solid : solid;
      if (solid) {
        if (!holesFirst && newShapes[mainIdx]) mainIdx++;
        newShapes[mainIdx] = { s: new Shape(), p: tmpPoints };
        newShapes[mainIdx].s.curves = tmpPath.curves;
        if (holesFirst) mainIdx++;
        newShapeHoles[mainIdx] = [];
      } else {
        newShapeHoles[mainIdx].push({ h: tmpPath, p: tmpPoints[0] });
      }
    }
    if (!newShapes[0]) return toShapesNoHoles(subPaths);
    if (newShapes.length > 1) {
      let ambiguous = false;
      let toChange = 0;
      for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
        betterShapeHoles[sIdx] = [];
      }
      for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
        const sho = newShapeHoles[sIdx];
        for (let hIdx = 0; hIdx < sho.length; hIdx++) {
          const ho = sho[hIdx];
          let hole_unassigned = true;
          for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
            if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
              if (sIdx !== s2Idx) toChange++;
              if (hole_unassigned) {
                hole_unassigned = false;
                betterShapeHoles[s2Idx].push(ho);
              } else {
                ambiguous = true;
              }
            }
          }
          if (hole_unassigned) {
            betterShapeHoles[sIdx].push(ho);
          }
        }
      }
      if (toChange > 0 && ambiguous === false) {
        newShapeHoles = betterShapeHoles;
      }
    }
    let tmpHoles;
    for (let i = 0, il = newShapes.length; i < il; i++) {
      tmpShape = newShapes[i].s;
      shapes.push(tmpShape);
      tmpHoles = newShapeHoles[i];
      for (let j = 0, jl = tmpHoles.length; j < jl; j++) {
        tmpShape.holes.push(tmpHoles[j].h);
      }
    }
    return shapes;
  }
};
var Controls = class extends EventDispatcher {
  /**
   * Constructs a new controls instance.
   *
   * @param {Object3D} object - The object that is managed by the controls.
   * @param {?HTMLElement} domElement - The HTML element used for event listeners.
   */
  constructor(object, domElement = null) {
    super();
    this.object = object;
    this.domElement = domElement;
    this.enabled = true;
    this.state = -1;
    this.keys = {};
    this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
    this.touches = { ONE: null, TWO: null };
  }
  /**
   * Connects the controls to the DOM. This method has so called "side effects" since
   * it adds the module's event listeners to the DOM.
   *
   * @param {HTMLElement} element - The DOM element to connect to.
   */
  connect(element) {
    if (element === void 0) {
      warn("Controls: connect() now requires an element.");
      return;
    }
    if (this.domElement !== null) this.disconnect();
    this.domElement = element;
  }
  /**
   * Disconnects the controls from the DOM.
   */
  disconnect() {
  }
  /**
   * Call this method if you no longer want use to the controls. It frees all internal
   * resources and removes all event listeners.
   */
  dispose() {
  }
  /**
   * Controls should implement this method if they have to update their internal state
   * per simulation step.
   *
   * @param {number} [delta] - The time delta in seconds.
   */
  update() {
  }
};
function contain(texture, aspect2) {
  const imageAspect = texture.image && texture.image.width ? texture.image.width / texture.image.height : 1;
  if (imageAspect > aspect2) {
    texture.repeat.x = 1;
    texture.repeat.y = imageAspect / aspect2;
    texture.offset.x = 0;
    texture.offset.y = (1 - texture.repeat.y) / 2;
  } else {
    texture.repeat.x = aspect2 / imageAspect;
    texture.repeat.y = 1;
    texture.offset.x = (1 - texture.repeat.x) / 2;
    texture.offset.y = 0;
  }
  return texture;
}
function cover(texture, aspect2) {
  const imageAspect = texture.image && texture.image.width ? texture.image.width / texture.image.height : 1;
  if (imageAspect > aspect2) {
    texture.repeat.x = aspect2 / imageAspect;
    texture.repeat.y = 1;
    texture.offset.x = (1 - texture.repeat.x) / 2;
    texture.offset.y = 0;
  } else {
    texture.repeat.x = 1;
    texture.repeat.y = imageAspect / aspect2;
    texture.offset.x = 0;
    texture.offset.y = (1 - texture.repeat.y) / 2;
  }
  return texture;
}
function fill(texture) {
  texture.repeat.x = 1;
  texture.repeat.y = 1;
  texture.offset.x = 0;
  texture.offset.y = 0;
  return texture;
}
function getByteLength(width, height, format, type) {
  const typeByteLength = getTextureTypeByteLength(type);
  switch (format) {
    // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
    case AlphaFormat:
      return width * height;
    case RedFormat:
      return width * height / typeByteLength.components * typeByteLength.byteLength;
    case RedIntegerFormat:
      return width * height / typeByteLength.components * typeByteLength.byteLength;
    case RGFormat:
      return width * height * 2 / typeByteLength.components * typeByteLength.byteLength;
    case RGIntegerFormat:
      return width * height * 2 / typeByteLength.components * typeByteLength.byteLength;
    case RGBFormat:
      return width * height * 3 / typeByteLength.components * typeByteLength.byteLength;
    case RGBAFormat:
      return width * height * 4 / typeByteLength.components * typeByteLength.byteLength;
    case RGBAIntegerFormat:
      return width * height * 4 / typeByteLength.components * typeByteLength.byteLength;
    // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
    case RGB_S3TC_DXT1_Format:
    case RGBA_S3TC_DXT1_Format:
      return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 8;
    case RGBA_S3TC_DXT3_Format:
    case RGBA_S3TC_DXT5_Format:
      return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16;
    // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
    case RGB_PVRTC_2BPPV1_Format:
    case RGBA_PVRTC_2BPPV1_Format:
      return Math.max(width, 16) * Math.max(height, 8) / 4;
    case RGB_PVRTC_4BPPV1_Format:
    case RGBA_PVRTC_4BPPV1_Format:
      return Math.max(width, 8) * Math.max(height, 8) / 2;
    // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
    case RGB_ETC1_Format:
    case RGB_ETC2_Format:
    case R11_EAC_Format:
    case SIGNED_R11_EAC_Format:
      return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 8;
    case RGBA_ETC2_EAC_Format:
    case RG11_EAC_Format:
    case SIGNED_RG11_EAC_Format:
      return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16;
    // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
    case RGBA_ASTC_4x4_Format:
      return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16;
    case RGBA_ASTC_5x4_Format:
      return Math.floor((width + 4) / 5) * Math.floor((height + 3) / 4) * 16;
    case RGBA_ASTC_5x5_Format:
      return Math.floor((width + 4) / 5) * Math.floor((height + 4) / 5) * 16;
    case RGBA_ASTC_6x5_Format:
      return Math.floor((width + 5) / 6) * Math.floor((height + 4) / 5) * 16;
    case RGBA_ASTC_6x6_Format:
      return Math.floor((width + 5) / 6) * Math.floor((height + 5) / 6) * 16;
    case RGBA_ASTC_8x5_Format:
      return Math.floor((width + 7) / 8) * Math.floor((height + 4) / 5) * 16;
    case RGBA_ASTC_8x6_Format:
      return Math.floor((width + 7) / 8) * Math.floor((height + 5) / 6) * 16;
    case RGBA_ASTC_8x8_Format:
      return Math.floor((width + 7) / 8) * Math.floor((height + 7) / 8) * 16;
    case RGBA_ASTC_10x5_Format:
      return Math.floor((width + 9) / 10) * Math.floor((height + 4) / 5) * 16;
    case RGBA_ASTC_10x6_Format:
      return Math.floor((width + 9) / 10) * Math.floor((height + 5) / 6) * 16;
    case RGBA_ASTC_10x8_Format:
      return Math.floor((width + 9) / 10) * Math.floor((height + 7) / 8) * 16;
    case RGBA_ASTC_10x10_Format:
      return Math.floor((width + 9) / 10) * Math.floor((height + 9) / 10) * 16;
    case RGBA_ASTC_12x10_Format:
      return Math.floor((width + 11) / 12) * Math.floor((height + 9) / 10) * 16;
    case RGBA_ASTC_12x12_Format:
      return Math.floor((width + 11) / 12) * Math.floor((height + 11) / 12) * 16;
    // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
    case RGBA_BPTC_Format:
    case RGB_BPTC_SIGNED_Format:
    case RGB_BPTC_UNSIGNED_Format:
      return Math.ceil(width / 4) * Math.ceil(height / 4) * 16;
    // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
    case RED_RGTC1_Format:
    case SIGNED_RED_RGTC1_Format:
      return Math.ceil(width / 4) * Math.ceil(height / 4) * 8;
    case RED_GREEN_RGTC2_Format:
    case SIGNED_RED_GREEN_RGTC2_Format:
      return Math.ceil(width / 4) * Math.ceil(height / 4) * 16;
  }
  throw new Error(
    `Unable to determine texture byte length for ${format} format.`
  );
}
function getTextureTypeByteLength(type) {
  switch (type) {
    case UnsignedByteType:
    case ByteType:
      return { byteLength: 1, components: 1 };
    case UnsignedShortType:
    case ShortType:
    case HalfFloatType:
      return { byteLength: 2, components: 1 };
    case UnsignedShort4444Type:
    case UnsignedShort5551Type:
      return { byteLength: 2, components: 4 };
    case UnsignedIntType:
    case IntType:
    case FloatType:
      return { byteLength: 4, components: 1 };
    case UnsignedInt5999Type:
    case UnsignedInt101111Type:
      return { byteLength: 4, components: 3 };
  }
  throw new Error(`Unknown texture type ${type}.`);
}
var TextureUtils = class {
  /**
   * Scales the texture as large as possible within its surface without cropping
   * or stretching the texture. The method preserves the original aspect ratio of
   * the texture. Akin to CSS `object-fit: contain`
   *
   * @param {Texture} texture - The texture.
   * @param {number} aspect - The texture's aspect ratio.
   * @return {Texture} The updated texture.
   */
  static contain(texture, aspect2) {
    return contain(texture, aspect2);
  }
  /**
   * Scales the texture to the smallest possible size to fill the surface, leaving
   * no empty space. The method preserves the original aspect ratio of the texture.
   * Akin to CSS `object-fit: cover`.
   *
   * @param {Texture} texture - The texture.
   * @param {number} aspect - The texture's aspect ratio.
   * @return {Texture} The updated texture.
   */
  static cover(texture, aspect2) {
    return cover(texture, aspect2);
  }
  /**
   * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
   *
   * @param {Texture} texture - The texture.
   * @return {Texture} The updated texture.
   */
  static fill(texture) {
    return fill(texture);
  }
  /**
   * Determines how many bytes must be used to represent the texture.
   *
   * @param {number} width - The width of the texture.
   * @param {number} height - The height of the texture.
   * @param {number} format - The texture's format.
   * @param {number} type - The texture's type.
   * @return {number} The byte length.
   */
  static getByteLength(width, height, format, type) {
    return getByteLength(width, height, format, type);
  }
};
if (typeof __THREE_DEVTOOLS__ !== "undefined") {
  __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register", { detail: {
    revision: REVISION
  } }));
}
if (typeof window !== "undefined") {
  if (window.__THREE__) {
    warn("WARNING: Multiple instances of Three.js being imported.");
  } else {
    window.__THREE__ = REVISION;
  }
}

// node_modules/three/build/three.module.js
function WebGLAnimation() {
  let context = null;
  let isAnimating = false;
  let animationLoop = null;
  let requestId = null;
  function onAnimationFrame(time, frame) {
    animationLoop(time, frame);
    requestId = context.requestAnimationFrame(onAnimationFrame);
  }
  return {
    start: function() {
      if (isAnimating === true) return;
      if (animationLoop === null) return;
      requestId = context.requestAnimationFrame(onAnimationFrame);
      isAnimating = true;
    },
    stop: function() {
      context.cancelAnimationFrame(requestId);
      isAnimating = false;
    },
    setAnimationLoop: function(callback) {
      animationLoop = callback;
    },
    setContext: function(value) {
      context = value;
    }
  };
}
function WebGLAttributes(gl) {
  const buffers = /* @__PURE__ */ new WeakMap();
  function createBuffer(attribute, bufferType) {
    const array = attribute.array;
    const usage = attribute.usage;
    const size = array.byteLength;
    const buffer = gl.createBuffer();
    gl.bindBuffer(bufferType, buffer);
    gl.bufferData(bufferType, array, usage);
    attribute.onUploadCallback();
    let type;
    if (array instanceof Float32Array) {
      type = gl.FLOAT;
    } else if (typeof Float16Array !== "undefined" && array instanceof Float16Array) {
      type = gl.HALF_FLOAT;
    } else if (array instanceof Uint16Array) {
      if (attribute.isFloat16BufferAttribute) {
        type = gl.HALF_FLOAT;
      } else {
        type = gl.UNSIGNED_SHORT;
      }
    } else if (array instanceof Int16Array) {
      type = gl.SHORT;
    } else if (array instanceof Uint32Array) {
      type = gl.UNSIGNED_INT;
    } else if (array instanceof Int32Array) {
      type = gl.INT;
    } else if (array instanceof Int8Array) {
      type = gl.BYTE;
    } else if (array instanceof Uint8Array) {
      type = gl.UNSIGNED_BYTE;
    } else if (array instanceof Uint8ClampedArray) {
      type = gl.UNSIGNED_BYTE;
    } else {
      throw new Error("THREE.WebGLAttributes: Unsupported buffer data format: " + array);
    }
    return {
      buffer,
      type,
      bytesPerElement: array.BYTES_PER_ELEMENT,
      version: attribute.version,
      size
    };
  }
  function updateBuffer(buffer, attribute, bufferType) {
    const array = attribute.array;
    const updateRanges = attribute.updateRanges;
    gl.bindBuffer(bufferType, buffer);
    if (updateRanges.length === 0) {
      gl.bufferSubData(bufferType, 0, array);
    } else {
      updateRanges.sort((a, b) => a.start - b.start);
      let mergeIndex = 0;
      for (let i = 1; i < updateRanges.length; i++) {
        const previousRange = updateRanges[mergeIndex];
        const range = updateRanges[i];
        if (range.start <= previousRange.start + previousRange.count + 1) {
          previousRange.count = Math.max(
            previousRange.count,
            range.start + range.count - previousRange.start
          );
        } else {
          ++mergeIndex;
          updateRanges[mergeIndex] = range;
        }
      }
      updateRanges.length = mergeIndex + 1;
      for (let i = 0, l = updateRanges.length; i < l; i++) {
        const range = updateRanges[i];
        gl.bufferSubData(
          bufferType,
          range.start * array.BYTES_PER_ELEMENT,
          array,
          range.start,
          range.count
        );
      }
      attribute.clearUpdateRanges();
    }
    attribute.onUploadCallback();
  }
  function get(attribute) {
    if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
    return buffers.get(attribute);
  }
  function remove(attribute) {
    if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
    const data = buffers.get(attribute);
    if (data) {
      gl.deleteBuffer(data.buffer);
      buffers.delete(attribute);
    }
  }
  function update(attribute, bufferType) {
    if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
    if (attribute.isGLBufferAttribute) {
      const cached = buffers.get(attribute);
      if (!cached || cached.version < attribute.version) {
        buffers.set(attribute, {
          buffer: attribute.buffer,
          type: attribute.type,
          bytesPerElement: attribute.elementSize,
          version: attribute.version
        });
      }
      return;
    }
    const data = buffers.get(attribute);
    if (data === void 0) {
      buffers.set(attribute, createBuffer(attribute, bufferType));
    } else if (data.version < attribute.version) {
      if (data.size !== attribute.array.byteLength) {
        throw new Error("THREE.WebGLAttributes: The size of the buffer attribute's array buffer does not match the original size. Resizing buffer attributes is not supported.");
      }
      updateBuffer(data.buffer, attribute, bufferType);
      data.version = attribute.version;
    }
  }
  return {
    get,
    remove,
    update
  };
}
var alphahash_fragment = "#ifdef USE_ALPHAHASH\n	if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif";
var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n	const float ALPHA_HASH_SCALE = 0.05;\n	float hash2D( vec2 value ) {\n		return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n	}\n	float hash3D( vec3 value ) {\n		return hash2D( vec2( hash2D( value.xy ), value.z ) );\n	}\n	float getAlphaHashThreshold( vec3 position ) {\n		float maxDeriv = max(\n			length( dFdx( position.xyz ) ),\n			length( dFdy( position.xyz ) )\n		);\n		float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n		vec2 pixScales = vec2(\n			exp2( floor( log2( pixScale ) ) ),\n			exp2( ceil( log2( pixScale ) ) )\n		);\n		vec2 alpha = vec2(\n			hash3D( floor( pixScales.x * position.xyz ) ),\n			hash3D( floor( pixScales.y * position.xyz ) )\n		);\n		float lerpFactor = fract( log2( pixScale ) );\n		float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n		float a = min( lerpFactor, 1.0 - lerpFactor );\n		vec3 cases = vec3(\n			x * x / ( 2.0 * a * ( 1.0 - a ) ),\n			( x - 0.5 * a ) / ( 1.0 - a ),\n			1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n		);\n		float threshold = ( x < ( 1.0 - a ) )\n			? ( ( x < a ) ? cases.x : cases.y )\n			: cases.z;\n		return clamp( threshold , 1.0e-6, 1.0 );\n	}\n#endif";
var alphamap_fragment = "#ifdef USE_ALPHAMAP\n	diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif";
var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n	uniform sampler2D alphaMap;\n#endif";
var alphatest_fragment = "#ifdef USE_ALPHATEST\n	#ifdef ALPHA_TO_COVERAGE\n	diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n	if ( diffuseColor.a == 0.0 ) discard;\n	#else\n	if ( diffuseColor.a < alphaTest ) discard;\n	#endif\n#endif";
var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n	uniform float alphaTest;\n#endif";
var aomap_fragment = "#ifdef USE_AOMAP\n	float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n	reflectedLight.indirectDiffuse *= ambientOcclusion;\n	#if defined( USE_CLEARCOAT ) \n		clearcoatSpecularIndirect *= ambientOcclusion;\n	#endif\n	#if defined( USE_SHEEN ) \n		sheenSpecularIndirect *= ambientOcclusion;\n	#endif\n	#if defined( USE_ENVMAP ) && defined( STANDARD )\n		float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n		reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n	#endif\n#endif";
var aomap_pars_fragment = "#ifdef USE_AOMAP\n	uniform sampler2D aoMap;\n	uniform float aoMapIntensity;\n#endif";
var batching_pars_vertex = "#ifdef USE_BATCHING\n	#if ! defined( GL_ANGLE_multi_draw )\n	#define gl_DrawID _gl_DrawID\n	uniform int _gl_DrawID;\n	#endif\n	uniform highp sampler2D batchingTexture;\n	uniform highp usampler2D batchingIdTexture;\n	mat4 getBatchingMatrix( const in float i ) {\n		int size = textureSize( batchingTexture, 0 ).x;\n		int j = int( i ) * 4;\n		int x = j % size;\n		int y = j / size;\n		vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n		vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n		vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n		vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n		return mat4( v1, v2, v3, v4 );\n	}\n	float getIndirectIndex( const in int i ) {\n		int size = textureSize( batchingIdTexture, 0 ).x;\n		int x = i % size;\n		int y = i / size;\n		return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n	}\n#endif\n#ifdef USE_BATCHING_COLOR\n	uniform sampler2D batchingColorTexture;\n	vec3 getBatchingColor( const in float i ) {\n		int size = textureSize( batchingColorTexture, 0 ).x;\n		int j = int( i );\n		int x = j % size;\n		int y = j / size;\n		return texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n	}\n#endif";
var batching_vertex = "#ifdef USE_BATCHING\n	mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif";
var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n	vPosition = vec3( position );\n#endif";
var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n	vec3 objectTangent = vec3( tangent.xyz );\n#endif";
var bsdfs = "float G_BlinnPhong_Implicit( ) {\n	return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n	return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n	vec3 halfDir = normalize( lightDir + viewDir );\n	float dotNH = saturate( dot( normal, halfDir ) );\n	float dotVH = saturate( dot( viewDir, halfDir ) );\n	vec3 F = F_Schlick( specularColor, 1.0, dotVH );\n	float G = G_BlinnPhong_Implicit( );\n	float D = D_BlinnPhong( shininess, dotNH );\n	return F * ( G * D );\n} // validated";
var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n	const mat3 XYZ_TO_REC709 = mat3(\n		 3.2404542, -0.9692660,  0.0556434,\n		-1.5371385,  1.8760108, -0.2040259,\n		-0.4985314,  0.0415560,  1.0572252\n	);\n	vec3 Fresnel0ToIor( vec3 fresnel0 ) {\n		vec3 sqrtF0 = sqrt( fresnel0 );\n		return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n	}\n	vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n		return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n	}\n	float IorToFresnel0( float transmittedIor, float incidentIor ) {\n		return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n	}\n	vec3 evalSensitivity( float OPD, vec3 shift ) {\n		float phase = 2.0 * PI * OPD * 1.0e-9;\n		vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n		vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n		vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n		vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n		xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n		xyz /= 1.0685e-7;\n		vec3 rgb = XYZ_TO_REC709 * xyz;\n		return rgb;\n	}\n	vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n		vec3 I;\n		float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n		float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n		float cosTheta2Sq = 1.0 - sinTheta2Sq;\n		if ( cosTheta2Sq < 0.0 ) {\n			return vec3( 1.0 );\n		}\n		float cosTheta2 = sqrt( cosTheta2Sq );\n		float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n		float R12 = F_Schlick( R0, 1.0, cosTheta1 );\n		float T121 = 1.0 - R12;\n		float phi12 = 0.0;\n		if ( iridescenceIOR < outsideIOR ) phi12 = PI;\n		float phi21 = PI - phi12;\n		vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );		vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n		vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n		vec3 phi23 = vec3( 0.0 );\n		if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n		if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n		if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n		float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n		vec3 phi = vec3( phi21 ) + phi23;\n		vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n		vec3 r123 = sqrt( R123 );\n		vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n		vec3 C0 = R12 + Rs;\n		I = C0;\n		vec3 Cm = Rs - T121;\n		for ( int m = 1; m <= 2; ++ m ) {\n			Cm *= r123;\n			vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n			I += Cm * Sm;\n		}\n		return max( I, vec3( 0.0 ) );\n	}\n#endif";
var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n	uniform sampler2D bumpMap;\n	uniform float bumpScale;\n	vec2 dHdxy_fwd() {\n		vec2 dSTdx = dFdx( vBumpMapUv );\n		vec2 dSTdy = dFdy( vBumpMapUv );\n		float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n		float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n		float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n		return vec2( dBx, dBy );\n	}\n	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n		vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n		vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n		vec3 vN = surf_norm;\n		vec3 R1 = cross( vSigmaY, vN );\n		vec3 R2 = cross( vN, vSigmaX );\n		float fDet = dot( vSigmaX, R1 ) * faceDirection;\n		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n		return normalize( abs( fDet ) * surf_norm - vGrad );\n	}\n#endif";
var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n	vec4 plane;\n	#ifdef ALPHA_TO_COVERAGE\n		float distanceToPlane, distanceGradient;\n		float clipOpacity = 1.0;\n		#pragma unroll_loop_start\n		for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n			plane = clippingPlanes[ i ];\n			distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n			distanceGradient = fwidth( distanceToPlane ) / 2.0;\n			clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n			if ( clipOpacity == 0.0 ) discard;\n		}\n		#pragma unroll_loop_end\n		#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n			float unionClipOpacity = 1.0;\n			#pragma unroll_loop_start\n			for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n				plane = clippingPlanes[ i ];\n				distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n				distanceGradient = fwidth( distanceToPlane ) / 2.0;\n				unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n			}\n			#pragma unroll_loop_end\n			clipOpacity *= 1.0 - unionClipOpacity;\n		#endif\n		diffuseColor.a *= clipOpacity;\n		if ( diffuseColor.a == 0.0 ) discard;\n	#else\n		#pragma unroll_loop_start\n		for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n			plane = clippingPlanes[ i ];\n			if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n		}\n		#pragma unroll_loop_end\n		#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n			bool clipped = true;\n			#pragma unroll_loop_start\n			for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n				plane = clippingPlanes[ i ];\n				clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n			}\n			#pragma unroll_loop_end\n			if ( clipped ) discard;\n		#endif\n	#endif\n#endif";
var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n	varying vec3 vClipPosition;\n	uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n	varying vec3 vClipPosition;\n#endif";
var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n	vClipPosition = - mvPosition.xyz;\n#endif";
var color_fragment = "#if defined( USE_COLOR_ALPHA )\n	diffuseColor *= vColor;\n#elif defined( USE_COLOR )\n	diffuseColor.rgb *= vColor;\n#endif";
var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n	varying vec4 vColor;\n#elif defined( USE_COLOR )\n	varying vec3 vColor;\n#endif";
var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n	varying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n	varying vec3 vColor;\n#endif";
var color_vertex = "#if defined( USE_COLOR_ALPHA )\n	vColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n	vColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n	vColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n	vColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n	vec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n	vColor.xyz *= batchingColor.xyz;\n#endif";
var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n	const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n	return fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n	float precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n	float precisionSafeLength( vec3 v ) {\n		float maxComponent = max3( abs( v ) );\n		return length( v / maxComponent ) * maxComponent;\n	}\n#endif\nstruct IncidentLight {\n	vec3 color;\n	vec3 direction;\n	bool visible;\n};\nstruct ReflectedLight {\n	vec3 directDiffuse;\n	vec3 directSpecular;\n	vec3 indirectDiffuse;\n	vec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n	varying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n	return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n	return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n	float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n	float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n	return vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n	return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n	float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n	return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n	float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n	return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated";
var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n	#define cubeUV_minMipLevel 4.0\n	#define cubeUV_minTileSize 16.0\n	float 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	}\n	vec2 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 = vec2( - direction.x, direction.y ) / 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 = vec2( - direction.x, direction.z ) / abs( direction.y );\n		} else {\n			uv = vec2( direction.x, direction.y ) / abs( direction.z );\n		}\n		return 0.5 * ( uv + 1.0 );\n	}\n	vec3 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		highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n		if ( face > 2.0 ) {\n			uv.y += faceSize;\n			face -= 3.0;\n		}\n		uv.x += face * faceSize;\n		uv.x += filterInt * 3.0 * cubeUV_minTileSize;\n		uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n		uv.x *= CUBEUV_TEXEL_WIDTH;\n		uv.y *= CUBEUV_TEXEL_HEIGHT;\n		#ifdef texture2DGradEXT\n			return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n		#else\n			return texture2D( envMap, uv ).rgb;\n		#endif\n	}\n	#define cubeUV_r0 1.0\n	#define cubeUV_m0 - 2.0\n	#define cubeUV_r1 0.8\n	#define cubeUV_m1 - 1.0\n	#define cubeUV_r4 0.4\n	#define cubeUV_m4 2.0\n	#define cubeUV_r5 0.305\n	#define cubeUV_m5 3.0\n	#define cubeUV_r6 0.21\n	#define cubeUV_m6 4.0\n	float roughnessToMip( float roughness ) {\n		float mip = 0.0;\n		if ( roughness >= cubeUV_r1 ) {\n			mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n		} else if ( roughness >= cubeUV_r4 ) {\n			mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n		} else if ( roughness >= cubeUV_r5 ) {\n			mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n		} else if ( roughness >= cubeUV_r6 ) {\n			mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n		} else {\n			mip = - 2.0 * log2( 1.16 * roughness );		}\n		return mip;\n	}\n	vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n		float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\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";
var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n	vec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n	mat3 bm = mat3( batchingMatrix );\n	transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n	transformedNormal = bm * transformedNormal;\n	#ifdef USE_TANGENT\n		transformedTangent = bm * transformedTangent;\n	#endif\n#endif\n#ifdef USE_INSTANCING\n	mat3 im = mat3( instanceMatrix );\n	transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n	transformedNormal = im * transformedNormal;\n	#ifdef USE_TANGENT\n		transformedTangent = im * transformedTangent;\n	#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n	transformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n	transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n	#ifdef FLIP_SIDED\n		transformedTangent = - transformedTangent;\n	#endif\n#endif";
var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n	uniform sampler2D displacementMap;\n	uniform float displacementScale;\n	uniform float displacementBias;\n#endif";
var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n	transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif";
var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n	vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n	#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n		emissiveColor = sRGBTransferEOTF( emissiveColor );\n	#endif\n	totalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n	uniform sampler2D emissiveMap;\n#endif";
var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n	return value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n	return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n	return 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}";
var envmap_fragment = "#ifdef USE_ENVMAP\n	#ifdef ENV_WORLDPOS\n		vec3 cameraToFrag;\n		if ( isOrthographic ) {\n			cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n		} else {\n			cameraToFrag = normalize( vWorldPosition - cameraPosition );\n		}\n		vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n		#ifdef ENVMAP_MODE_REFLECTION\n			vec3 reflectVec = reflect( cameraToFrag, worldNormal );\n		#else\n			vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n		#endif\n	#else\n		vec3 reflectVec = vReflect;\n	#endif\n	#ifdef ENVMAP_TYPE_CUBE\n		vec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n	#else\n		vec4 envColor = vec4( 0.0 );\n	#endif\n	#ifdef ENVMAP_BLENDING_MULTIPLY\n		outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n	#elif defined( ENVMAP_BLENDING_MIX )\n		outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n	#elif defined( ENVMAP_BLENDING_ADD )\n		outgoingLight += envColor.xyz * specularStrength * reflectivity;\n	#endif\n#endif";
var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n	uniform float envMapIntensity;\n	uniform float flipEnvMap;\n	uniform mat3 envMapRotation;\n	#ifdef ENVMAP_TYPE_CUBE\n		uniform samplerCube envMap;\n	#else\n		uniform sampler2D envMap;\n	#endif\n#endif";
var envmap_pars_fragment = "#ifdef USE_ENVMAP\n	uniform float reflectivity;\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n		#define ENV_WORLDPOS\n	#endif\n	#ifdef ENV_WORLDPOS\n		varying vec3 vWorldPosition;\n		uniform float refractionRatio;\n	#else\n		varying vec3 vReflect;\n	#endif\n#endif";
var envmap_pars_vertex = "#ifdef USE_ENVMAP\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n		#define ENV_WORLDPOS\n	#endif\n	#ifdef ENV_WORLDPOS\n		\n		varying vec3 vWorldPosition;\n	#else\n		varying vec3 vReflect;\n		uniform float refractionRatio;\n	#endif\n#endif";
var envmap_vertex = "#ifdef USE_ENVMAP\n	#ifdef ENV_WORLDPOS\n		vWorldPosition = worldPosition.xyz;\n	#else\n		vec3 cameraToVertex;\n		if ( isOrthographic ) {\n			cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n		} else {\n			cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n		}\n		vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n		#ifdef ENVMAP_MODE_REFLECTION\n			vReflect = reflect( cameraToVertex, worldNormal );\n		#else\n			vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n		#endif\n	#endif\n#endif";
var fog_vertex = "#ifdef USE_FOG\n	vFogDepth = - mvPosition.z;\n#endif";
var fog_pars_vertex = "#ifdef USE_FOG\n	varying float vFogDepth;\n#endif";
var fog_fragment = "#ifdef USE_FOG\n	#ifdef FOG_EXP2\n		float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n	#else\n		float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n	#endif\n	gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
var fog_pars_fragment = "#ifdef USE_FOG\n	uniform vec3 fogColor;\n	varying float vFogDepth;\n	#ifdef FOG_EXP2\n		uniform float fogDensity;\n	#else\n		uniform float fogNear;\n		uniform float fogFar;\n	#endif\n#endif";
var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n	uniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n	float dotNL = dot( normal, lightDirection );\n	vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n	#ifdef USE_GRADIENTMAP\n		return vec3( texture2D( gradientMap, coord ).r );\n	#else\n		vec2 fw = fwidth( coord ) * 0.5;\n		return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n	#endif\n}";
var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n	uniform sampler2D lightMap;\n	uniform float lightMapIntensity;\n#endif";
var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n	vec3 diffuseColor;\n	float specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n	vec3 irradiance = dotNL * directLight.color;\n	reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct				RE_Direct_Lambert\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Lambert";
var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n	uniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n	float x = normal.x, y = normal.y, z = normal.z;\n	vec3 result = shCoefficients[ 0 ] * 0.886227;\n	result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n	result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n	result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n	result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n	result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n	result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n	result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n	result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n	return result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n	vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n	vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n	return irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n	vec3 irradiance = ambientLightColor;\n	return irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n	float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n	if ( cutoffDistance > 0.0 ) {\n		distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n	}\n	return distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n	return smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n	struct DirectionalLight {\n		vec3 direction;\n		vec3 color;\n	};\n	uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n	void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n		light.color = directionalLight.color;\n		light.direction = directionalLight.direction;\n		light.visible = true;\n	}\n#endif\n#if NUM_POINT_LIGHTS > 0\n	struct PointLight {\n		vec3 position;\n		vec3 color;\n		float distance;\n		float decay;\n	};\n	uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n	void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n		vec3 lVector = pointLight.position - geometryPosition;\n		light.direction = normalize( lVector );\n		float lightDistance = length( lVector );\n		light.color = pointLight.color;\n		light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n		light.visible = ( light.color != vec3( 0.0 ) );\n	}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n	struct SpotLight {\n		vec3 position;\n		vec3 direction;\n		vec3 color;\n		float distance;\n		float decay;\n		float coneCos;\n		float penumbraCos;\n	};\n	uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n	void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n		vec3 lVector = spotLight.position - geometryPosition;\n		light.direction = normalize( lVector );\n		float angleCos = dot( light.direction, spotLight.direction );\n		float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n		if ( spotAttenuation > 0.0 ) {\n			float lightDistance = length( lVector );\n			light.color = spotLight.color * spotAttenuation;\n			light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n			light.visible = ( light.color != vec3( 0.0 ) );\n		} else {\n			light.color = vec3( 0.0 );\n			light.visible = false;\n		}\n	}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n	struct RectAreaLight {\n		vec3 color;\n		vec3 position;\n		vec3 halfWidth;\n		vec3 halfHeight;\n	};\n	uniform sampler2D ltc_1;	uniform sampler2D ltc_2;\n	uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n	struct HemisphereLight {\n		vec3 direction;\n		vec3 skyColor;\n		vec3 groundColor;\n	};\n	uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n	vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n		float dotNL = dot( normal, hemiLight.direction );\n		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n		vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n		return irradiance;\n	}\n#endif";
var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n	vec3 getIBLIrradiance( const in vec3 normal ) {\n		#ifdef ENVMAP_TYPE_CUBE_UV\n			vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n			vec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n			return PI * envMapColor.rgb * envMapIntensity;\n		#else\n			return vec3( 0.0 );\n		#endif\n	}\n	vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n		#ifdef ENVMAP_TYPE_CUBE_UV\n			vec3 reflectVec = reflect( - viewDir, normal );\n			reflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n			reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n			vec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n			return envMapColor.rgb * envMapIntensity;\n		#else\n			return vec3( 0.0 );\n		#endif\n	}\n	#ifdef USE_ANISOTROPY\n		vec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n			#ifdef ENVMAP_TYPE_CUBE_UV\n				vec3 bentNormal = cross( bitangent, viewDir );\n				bentNormal = normalize( cross( bentNormal, bitangent ) );\n				bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n				return getIBLRadiance( viewDir, bentNormal, roughness );\n			#else\n				return vec3( 0.0 );\n			#endif\n		}\n	#endif\n#endif";
var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n	vec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n	vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n	reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct				RE_Direct_Toon\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Toon";
var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n	vec3 diffuseColor;\n	vec3 specularColor;\n	float specularShininess;\n	float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n	vec3 irradiance = dotNL * directLight.color;\n	reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n	reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct				RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_BlinnPhong";
var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n	material.ior = ior;\n	#ifdef USE_SPECULAR\n		float specularIntensityFactor = specularIntensity;\n		vec3 specularColorFactor = specularColor;\n		#ifdef USE_SPECULAR_COLORMAP\n			specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n		#endif\n		#ifdef USE_SPECULAR_INTENSITYMAP\n			specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n		#endif\n		material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n	#else\n		float specularIntensityFactor = 1.0;\n		vec3 specularColorFactor = vec3( 1.0 );\n		material.specularF90 = 1.0;\n	#endif\n	material.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n	material.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n	material.specularColor = vec3( 0.04 );\n	material.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n	material.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n	material.clearcoat = clearcoat;\n	material.clearcoatRoughness = clearcoatRoughness;\n	material.clearcoatF0 = vec3( 0.04 );\n	material.clearcoatF90 = 1.0;\n	#ifdef USE_CLEARCOATMAP\n		material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n	#endif\n	#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n		material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n	#endif\n	material.clearcoat = saturate( material.clearcoat );	material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n	material.clearcoatRoughness += geometryRoughness;\n	material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n	material.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n	material.iridescence = iridescence;\n	material.iridescenceIOR = iridescenceIOR;\n	#ifdef USE_IRIDESCENCEMAP\n		material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n	#endif\n	#ifdef USE_IRIDESCENCE_THICKNESSMAP\n		material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n	#else\n		material.iridescenceThickness = iridescenceThicknessMaximum;\n	#endif\n#endif\n#ifdef USE_SHEEN\n	material.sheenColor = sheenColor;\n	#ifdef USE_SHEEN_COLORMAP\n		material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n	#endif\n	material.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n	#ifdef USE_SHEEN_ROUGHNESSMAP\n		material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n	#endif\n#endif\n#ifdef USE_ANISOTROPY\n	#ifdef USE_ANISOTROPYMAP\n		mat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n		vec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n		vec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n	#else\n		vec2 anisotropyV = anisotropyVector;\n	#endif\n	material.anisotropy = length( anisotropyV );\n	if( material.anisotropy == 0.0 ) {\n		anisotropyV = vec2( 1.0, 0.0 );\n	} else {\n		anisotropyV /= material.anisotropy;\n		material.anisotropy = saturate( material.anisotropy );\n	}\n	material.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n	material.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n	material.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n	vec3 diffuseColor;\n	vec3 diffuseContribution;\n	vec3 specularColor;\n	vec3 specularColorBlended;\n	float roughness;\n	float metalness;\n	float specularF90;\n	float dispersion;\n	#ifdef USE_CLEARCOAT\n		float clearcoat;\n		float clearcoatRoughness;\n		vec3 clearcoatF0;\n		float clearcoatF90;\n	#endif\n	#ifdef USE_IRIDESCENCE\n		float iridescence;\n		float iridescenceIOR;\n		float iridescenceThickness;\n		vec3 iridescenceFresnel;\n		vec3 iridescenceF0;\n		vec3 iridescenceFresnelDielectric;\n		vec3 iridescenceFresnelMetallic;\n	#endif\n	#ifdef USE_SHEEN\n		vec3 sheenColor;\n		float sheenRoughness;\n	#endif\n	#ifdef IOR\n		float ior;\n	#endif\n	#ifdef USE_TRANSMISSION\n		float transmission;\n		float transmissionAlpha;\n		float thickness;\n		float attenuationDistance;\n		vec3 attenuationColor;\n	#endif\n	#ifdef USE_ANISOTROPY\n		float anisotropy;\n		float alphaT;\n		vec3 anisotropyT;\n		vec3 anisotropyB;\n	#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n    float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n    float x2 = x * x;\n    float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n    return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n	float a2 = pow2( alpha );\n	float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n	float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n	return 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n	float a2 = pow2( alpha );\n	float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n	return RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n	float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n		float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n		float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n		float v = 0.5 / ( gv + gl );\n		return v;\n	}\n	float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n		float a2 = alphaT * alphaB;\n		highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n		highp float v2 = dot( v, v );\n		float w2 = a2 / v2;\n		return RECIPROCAL_PI * a2 * pow2 ( w2 );\n	}\n#endif\n#ifdef USE_CLEARCOAT\n	vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n		vec3 f0 = material.clearcoatF0;\n		float f90 = material.clearcoatF90;\n		float roughness = material.clearcoatRoughness;\n		float alpha = pow2( roughness );\n		vec3 halfDir = normalize( lightDir + viewDir );\n		float dotNL = saturate( dot( normal, lightDir ) );\n		float dotNV = saturate( dot( normal, viewDir ) );\n		float dotNH = saturate( dot( normal, halfDir ) );\n		float dotVH = saturate( dot( viewDir, halfDir ) );\n		vec3 F = F_Schlick( f0, f90, dotVH );\n		float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n		float D = D_GGX( alpha, dotNH );\n		return F * ( V * D );\n	}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n	vec3 f0 = material.specularColorBlended;\n	float f90 = material.specularF90;\n	float roughness = material.roughness;\n	float alpha = pow2( roughness );\n	vec3 halfDir = normalize( lightDir + viewDir );\n	float dotNL = saturate( dot( normal, lightDir ) );\n	float dotNV = saturate( dot( normal, viewDir ) );\n	float dotNH = saturate( dot( normal, halfDir ) );\n	float dotVH = saturate( dot( viewDir, halfDir ) );\n	vec3 F = F_Schlick( f0, f90, dotVH );\n	#ifdef USE_IRIDESCENCE\n		F = mix( F, material.iridescenceFresnel, material.iridescence );\n	#endif\n	#ifdef USE_ANISOTROPY\n		float dotTL = dot( material.anisotropyT, lightDir );\n		float dotTV = dot( material.anisotropyT, viewDir );\n		float dotTH = dot( material.anisotropyT, halfDir );\n		float dotBL = dot( material.anisotropyB, lightDir );\n		float dotBV = dot( material.anisotropyB, viewDir );\n		float dotBH = dot( material.anisotropyB, halfDir );\n		float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n		float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n	#else\n		float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n		float D = D_GGX( alpha, dotNH );\n	#endif\n	return F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n	const float LUT_SIZE = 64.0;\n	const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n	const float LUT_BIAS = 0.5 / LUT_SIZE;\n	float dotNV = saturate( dot( N, V ) );\n	vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n	uv = uv * LUT_SCALE + LUT_BIAS;\n	return uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n	float l = length( f );\n	return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n	float x = dot( v1, v2 );\n	float y = abs( x );\n	float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n	float b = 3.4175940 + ( 4.1616724 + y ) * y;\n	float v = a / b;\n	float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n	return 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	vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n	vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n	vec3 lightNormal = cross( v1, v2 );\n	if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n	vec3 T1, T2;\n	T1 = normalize( V - N * dot( V, N ) );\n	T2 = - cross( N, T1 );\n	mat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n	vec3 coords[ 4 ];\n	coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n	coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n	coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n	coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n	coords[ 0 ] = normalize( coords[ 0 ] );\n	coords[ 1 ] = normalize( coords[ 1 ] );\n	coords[ 2 ] = normalize( coords[ 2 ] );\n	coords[ 3 ] = normalize( coords[ 3 ] );\n	vec3 vectorFormFactor = vec3( 0.0 );\n	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n	float result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n	return vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n	float alpha = pow2( roughness );\n	float invAlpha = 1.0 / alpha;\n	float cos2h = dotNH * dotNH;\n	float sin2h = max( 1.0 - cos2h, 0.0078125 );\n	return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n	return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n	vec3 halfDir = normalize( lightDir + viewDir );\n	float dotNL = saturate( dot( normal, lightDir ) );\n	float dotNV = saturate( dot( normal, viewDir ) );\n	float dotNH = saturate( dot( normal, halfDir ) );\n	float D = D_Charlie( sheenRoughness, dotNH );\n	float V = V_Neubelt( dotNV, dotNL );\n	return sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n	float dotNV = saturate( dot( normal, viewDir ) );\n	float r2 = roughness * roughness;\n	float rInv = 1.0 / ( roughness + 0.1 );\n	float a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n	float b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n	float DG = exp( a * dotNV + b );\n	return saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n	float dotNV = saturate( dot( normal, viewDir ) );\n	vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n	return specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n	float dotNV = saturate( dot( normal, viewDir ) );\n	vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n	#ifdef USE_IRIDESCENCE\n		vec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n	#else\n		vec3 Fr = specularColor;\n	#endif\n	vec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n	float Ess = fab.x + fab.y;\n	float Ems = 1.0 - Ess;\n	vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;	vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n	singleScatter += FssEss;\n	multiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n	vec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n	float dotNL = saturate( dot( normal, lightDir ) );\n	float dotNV = saturate( dot( normal, viewDir ) );\n	vec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n	vec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n	vec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n	vec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n	float Ess_V = dfgV.x + dfgV.y;\n	float Ess_L = dfgL.x + dfgL.y;\n	float Ems_V = 1.0 - Ess_V;\n	float Ems_L = 1.0 - Ess_L;\n	vec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n	vec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n	float compensationFactor = Ems_V * Ems_L;\n	vec3 multiScatter = Fms * compensationFactor;\n	return singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n	void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n		vec3 normal = geometryNormal;\n		vec3 viewDir = geometryViewDir;\n		vec3 position = geometryPosition;\n		vec3 lightPos = rectAreaLight.position;\n		vec3 halfWidth = rectAreaLight.halfWidth;\n		vec3 halfHeight = rectAreaLight.halfHeight;\n		vec3 lightColor = rectAreaLight.color;\n		float roughness = material.roughness;\n		vec3 rectCoords[ 4 ];\n		rectCoords[ 0 ] = lightPos + halfWidth - halfHeight;		rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n		rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n		rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n		vec2 uv = LTC_Uv( normal, viewDir, roughness );\n		vec4 t1 = texture2D( ltc_1, uv );\n		vec4 t2 = texture2D( ltc_2, uv );\n		mat3 mInv = mat3(\n			vec3( t1.x, 0, t1.y ),\n			vec3(    0, 1,    0 ),\n			vec3( t1.z, 0, t1.w )\n		);\n		vec3 fresnel = ( material.specularColorBlended * t2.x + ( vec3( 1.0 ) - material.specularColorBlended ) * t2.y );\n		reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n		reflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n	}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n	vec3 irradiance = dotNL * directLight.color;\n	#ifdef USE_CLEARCOAT\n		float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n		vec3 ccIrradiance = dotNLcc * directLight.color;\n		clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n	#endif\n	#ifdef USE_SHEEN\n \n 		sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n 		float sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n 		float sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n 		float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n 		irradiance *= sheenEnergyComp;\n \n 	#endif\n	reflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n	reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n	vec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n	#ifdef USE_SHEEN\n		float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n		float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n		diffuse *= sheenEnergyComp;\n	#endif\n	reflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n	#ifdef USE_CLEARCOAT\n		clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n	#endif\n	#ifdef USE_SHEEN\n		sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n 	#endif\n	vec3 singleScatteringDielectric = vec3( 0.0 );\n	vec3 multiScatteringDielectric = vec3( 0.0 );\n	vec3 singleScatteringMetallic = vec3( 0.0 );\n	vec3 multiScatteringMetallic = vec3( 0.0 );\n	#ifdef USE_IRIDESCENCE\n		computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n		computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n	#else\n		computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n		computeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n	#endif\n	vec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n	vec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n	vec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n	vec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n	vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n	vec3 indirectSpecular = radiance * singleScattering;\n	indirectSpecular += multiScattering * cosineWeightedIrradiance;\n	vec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n	#ifdef USE_SHEEN\n		float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n		float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n		indirectSpecular *= sheenEnergyComp;\n		indirectDiffuse *= sheenEnergyComp;\n	#endif\n	reflectedLight.indirectSpecular += indirectSpecular;\n	reflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct				RE_Direct_Physical\n#define RE_Direct_RectArea		RE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular		RE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n	return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n	geometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n	float dotNVi = saturate( dot( normal, geometryViewDir ) );\n	if ( material.iridescenceThickness == 0.0 ) {\n		material.iridescence = 0.0;\n	} else {\n		material.iridescence = saturate( material.iridescence );\n	}\n	if ( material.iridescence > 0.0 ) {\n		material.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n		material.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n		material.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n		material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n	}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n	PointLight pointLight;\n	#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n	PointLightShadow pointLightShadow;\n	#endif\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		pointLight = pointLights[ i ];\n		getPointLightInfo( pointLight, geometryPosition, directLight );\n		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n		pointLightShadow = pointLightShadows[ i ];\n		directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n	}\n	#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n	SpotLight spotLight;\n	vec4 spotColor;\n	vec3 spotLightCoord;\n	bool inSpotLightMap;\n	#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n	SpotLightShadow spotLightShadow;\n	#endif\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		spotLight = spotLights[ i ];\n		getSpotLightInfo( spotLight, geometryPosition, directLight );\n		#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n		#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n		#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n		#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n		#else\n		#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n		#endif\n		#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n			spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n			inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n			spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n			directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n		#endif\n		#undef SPOT_LIGHT_MAP_INDEX\n		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n		spotLightShadow = spotLightShadows[ i ];\n		directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n	}\n	#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n	DirectionalLight directionalLight;\n	#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n	DirectionalLightShadow directionalLightShadow;\n	#endif\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		directionalLight = directionalLights[ i ];\n		getDirectionalLightInfo( directionalLight, directLight );\n		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n		directionalLightShadow = directionalLightShadows[ i ];\n		directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n	}\n	#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n	RectAreaLight rectAreaLight;\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n		rectAreaLight = rectAreaLights[ i ];\n		RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n	}\n	#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n	vec3 iblIrradiance = vec3( 0.0 );\n	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n	#if defined( USE_LIGHT_PROBES )\n		irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n	#endif\n	#if ( NUM_HEMI_LIGHTS > 0 )\n		#pragma unroll_loop_start\n		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n		}\n		#pragma unroll_loop_end\n	#endif\n#endif\n#if defined( RE_IndirectSpecular )\n	vec3 radiance = vec3( 0.0 );\n	vec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n	#ifdef USE_LIGHTMAP\n		vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n		vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n		irradiance += lightMapIrradiance;\n	#endif\n	#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n		iblIrradiance += getIBLIrradiance( geometryNormal );\n	#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n	#ifdef USE_ANISOTROPY\n		radiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n	#else\n		radiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n	#endif\n	#ifdef USE_CLEARCOAT\n		clearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n	#endif\n#endif";
var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n	RE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n	RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
var logdepthbuf_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n	gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
var logdepthbuf_pars_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n	uniform float logDepthBufFC;\n	varying float vFragDepth;\n	varying float vIsPerspective;\n#endif";
var logdepthbuf_pars_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n	varying float vFragDepth;\n	varying float vIsPerspective;\n#endif";
var logdepthbuf_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n	vFragDepth = 1.0 + gl_Position.w;\n	vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif";
var map_fragment = "#ifdef USE_MAP\n	vec4 sampledDiffuseColor = texture2D( map, vMapUv );\n	#ifdef DECODE_VIDEO_TEXTURE\n		sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n	#endif\n	diffuseColor *= sampledDiffuseColor;\n#endif";
var map_pars_fragment = "#ifdef USE_MAP\n	uniform sampler2D map;\n#endif";
var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n	#if defined( USE_POINTS_UV )\n		vec2 uv = vUv;\n	#else\n		vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n	#endif\n#endif\n#ifdef USE_MAP\n	diffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n	diffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n	varying vec2 vUv;\n#else\n	#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n		uniform mat3 uvTransform;\n	#endif\n#endif\n#ifdef USE_MAP\n	uniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n	uniform sampler2D alphaMap;\n#endif";
var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n	vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n	metalnessFactor *= texelMetalness.b;\n#endif";
var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n	uniform sampler2D metalnessMap;\n#endif";
var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n	float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n	float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n		morphTargetInfluences[i] =  texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n	}\n#endif";
var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n	vColor *= morphTargetBaseInfluence;\n	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n		#if defined( USE_COLOR_ALPHA )\n			if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n		#elif defined( USE_COLOR )\n			if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n		#endif\n	}\n#endif";
var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n	objectNormal *= morphTargetBaseInfluence;\n	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n		if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n	}\n#endif";
var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n	#ifndef USE_INSTANCING_MORPH\n		uniform float morphTargetBaseInfluence;\n		uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n	#endif\n	uniform sampler2DArray morphTargetsTexture;\n	uniform ivec2 morphTargetsTextureSize;\n	vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n		int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n		int y = texelIndex / morphTargetsTextureSize.x;\n		int x = texelIndex - y * morphTargetsTextureSize.x;\n		ivec3 morphUV = ivec3( x, y, morphTargetIndex );\n		return texelFetch( morphTargetsTexture, morphUV, 0 );\n	}\n#endif";
var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n	transformed *= morphTargetBaseInfluence;\n	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n		if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n	}\n#endif";
var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n	vec3 fdx = dFdx( vViewPosition );\n	vec3 fdy = dFdy( vViewPosition );\n	vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n	vec3 normal = normalize( vNormal );\n	#ifdef DOUBLE_SIDED\n		normal *= faceDirection;\n	#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n	#ifdef USE_TANGENT\n		mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n	#else\n		mat3 tbn = getTangentFrame( - vViewPosition, normal,\n		#if defined( USE_NORMALMAP )\n			vNormalMapUv\n		#elif defined( USE_CLEARCOAT_NORMALMAP )\n			vClearcoatNormalMapUv\n		#else\n			vUv\n		#endif\n		);\n	#endif\n	#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n		tbn[0] *= faceDirection;\n		tbn[1] *= faceDirection;\n	#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	#ifdef USE_TANGENT\n		mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n	#else\n		mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n	#endif\n	#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n		tbn2[0] *= faceDirection;\n		tbn2[1] *= faceDirection;\n	#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n	normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n	#ifdef FLIP_SIDED\n		normal = - normal;\n	#endif\n	#ifdef DOUBLE_SIDED\n		normal = normal * faceDirection;\n	#endif\n	normal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n	vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n	mapN.xy *= normalScale;\n	normal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n	normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
var normal_pars_fragment = "#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n	#ifdef USE_TANGENT\n		varying vec3 vTangent;\n		varying vec3 vBitangent;\n	#endif\n#endif";
var normal_pars_vertex = "#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n	#ifdef USE_TANGENT\n		varying vec3 vTangent;\n		varying vec3 vBitangent;\n	#endif\n#endif";
var normal_vertex = "#ifndef FLAT_SHADED\n	vNormal = normalize( transformedNormal );\n	#ifdef USE_TANGENT\n		vTangent = normalize( transformedTangent );\n		vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n	#endif\n#endif";
var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n	uniform sampler2D normalMap;\n	uniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n	uniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n	mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n		vec3 q0 = dFdx( eye_pos.xyz );\n		vec3 q1 = dFdy( eye_pos.xyz );\n		vec2 st0 = dFdx( uv.st );\n		vec2 st1 = dFdy( uv.st );\n		vec3 N = surf_norm;\n		vec3 q1perp = cross( q1, N );\n		vec3 q0perp = cross( N, q0 );\n		vec3 T = q1perp * st0.x + q0perp * st1.x;\n		vec3 B = q1perp * st0.y + q0perp * st1.y;\n		float det = max( dot( T, T ), dot( B, B ) );\n		float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n		return mat3( T * scale, B * scale, N );\n	}\n#endif";
var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n	vec3 clearcoatNormal = nonPerturbedNormal;\n#endif";
var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n	vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n	clearcoatMapN.xy *= clearcoatNormalScale;\n	clearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif";
var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n	uniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	uniform sampler2D clearcoatNormalMap;\n	uniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n	uniform sampler2D clearcoatRoughnessMap;\n#endif";
var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n	uniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n	uniform sampler2D iridescenceThicknessMap;\n#endif";
var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n	return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n	return 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n	if( v <= 0.0 )\n		return vec4( 0., 0., 0., 0. );\n	if( v >= 1.0 )\n		return vec4( 1., 1., 1., 1. );\n	float vuf;\n	float af = modf( v * PackFactors.a, vuf );\n	float bf = modf( vuf * ShiftRight8, vuf );\n	float gf = modf( vuf * ShiftRight8, vuf );\n	return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n	if( v <= 0.0 )\n		return vec3( 0., 0., 0. );\n	if( v >= 1.0 )\n		return vec3( 1., 1., 1. );\n	float vuf;\n	float bf = modf( v * PackFactors.b, vuf );\n	float gf = modf( vuf * ShiftRight8, vuf );\n	return vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n	if( v <= 0.0 )\n		return vec2( 0., 0. );\n	if( v >= 1.0 )\n		return vec2( 1., 1. );\n	float vuf;\n	float gf = modf( v * 256., vuf );\n	return vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n	return dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n	return dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n	return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n	vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n	return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n	return 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	return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n	return depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n	return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n	return ( near * far ) / ( ( far - near ) * depth - far );\n}";
var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n	gl_FragColor.rgb *= gl_FragColor.a;\n#endif";
var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n	mvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n	mvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
var dithering_fragment = "#ifdef DITHERING\n	gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
var dithering_pars_fragment = "#ifdef DITHERING\n	vec3 dithering( vec3 color ) {\n		float grid_position = rand( gl_FragCoord.xy );\n		vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n		dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n		return color + dither_shift_RGB;\n	}\n#endif";
var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n	vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n	roughnessFactor *= texelRoughness.g;\n#endif";
var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n	uniform sampler2D roughnessMap;\n#endif";
var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n	varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n	uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHT_SHADOWS > 0\n		#if defined( SHADOWMAP_TYPE_PCF )\n			uniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n		#else\n			uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n		#endif\n		varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n		struct DirectionalLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n		};\n		uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n	#endif\n	#if NUM_SPOT_LIGHT_SHADOWS > 0\n		#if defined( SHADOWMAP_TYPE_PCF )\n			uniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n		#else\n			uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n		#endif\n		struct SpotLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n		};\n		uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0\n		#if defined( SHADOWMAP_TYPE_PCF )\n			uniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n		#elif defined( SHADOWMAP_TYPE_BASIC )\n			uniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n		#endif\n		varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n		struct PointLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n			float shadowCameraNear;\n			float shadowCameraFar;\n		};\n		uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n	#endif\n	#if defined( SHADOWMAP_TYPE_PCF )\n		float interleavedGradientNoise( vec2 position ) {\n			return fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n		}\n		vec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n			const float goldenAngle = 2.399963229728653;\n			float r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n			float theta = float( sampleIndex ) * goldenAngle + phi;\n			return vec2( cos( theta ), sin( theta ) ) * r;\n		}\n	#endif\n	#if defined( SHADOWMAP_TYPE_PCF )\n		float getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n			float shadow = 1.0;\n			shadowCoord.xyz /= shadowCoord.w;\n			shadowCoord.z += shadowBias;\n			bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n			bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n			if ( frustumTest ) {\n				vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n				float radius = shadowRadius * texelSize.x;\n				float phi = interleavedGradientNoise( gl_FragCoord.xy ) * 6.28318530718;\n				shadow = (\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n				) * 0.2;\n			}\n			return mix( 1.0, shadow, shadowIntensity );\n		}\n	#elif defined( SHADOWMAP_TYPE_VSM )\n		float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n			float shadow = 1.0;\n			shadowCoord.xyz /= shadowCoord.w;\n			shadowCoord.z += shadowBias;\n			bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n			bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n			if ( frustumTest ) {\n				vec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n				float mean = distribution.x;\n				float variance = distribution.y * distribution.y;\n				#ifdef USE_REVERSED_DEPTH_BUFFER\n					float hard_shadow = step( mean, shadowCoord.z );\n				#else\n					float hard_shadow = step( shadowCoord.z, mean );\n				#endif\n				if ( hard_shadow == 1.0 ) {\n					shadow = 1.0;\n				} else {\n					variance = max( variance, 0.0000001 );\n					float d = shadowCoord.z - mean;\n					float p_max = variance / ( variance + d * d );\n					p_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n					shadow = max( hard_shadow, p_max );\n				}\n			}\n			return mix( 1.0, shadow, shadowIntensity );\n		}\n	#else\n		float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n			float shadow = 1.0;\n			shadowCoord.xyz /= shadowCoord.w;\n			shadowCoord.z += shadowBias;\n			bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n			bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n			if ( frustumTest ) {\n				float depth = texture2D( shadowMap, shadowCoord.xy ).r;\n				#ifdef USE_REVERSED_DEPTH_BUFFER\n					shadow = step( depth, shadowCoord.z );\n				#else\n					shadow = step( shadowCoord.z, depth );\n				#endif\n			}\n			return mix( 1.0, shadow, shadowIntensity );\n		}\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0\n	#if defined( SHADOWMAP_TYPE_PCF )\n	float getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n		float shadow = 1.0;\n		vec3 lightToPosition = shadowCoord.xyz;\n		vec3 bd3D = normalize( lightToPosition );\n		vec3 absVec = abs( lightToPosition );\n		float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n		if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n			float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n			dp += shadowBias;\n			float texelSize = shadowRadius / shadowMapSize.x;\n			vec3 absDir = abs( bd3D );\n			vec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n			tangent = normalize( cross( bd3D, tangent ) );\n			vec3 bitangent = cross( bd3D, tangent );\n			float phi = interleavedGradientNoise( gl_FragCoord.xy ) * 6.28318530718;\n			shadow = (\n				texture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 0, 5, phi ).x + bitangent * vogelDiskSample( 0, 5, phi ).y ) * texelSize, dp ) ) +\n				texture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 1, 5, phi ).x + bitangent * vogelDiskSample( 1, 5, phi ).y ) * texelSize, dp ) ) +\n				texture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 2, 5, phi ).x + bitangent * vogelDiskSample( 2, 5, phi ).y ) * texelSize, dp ) ) +\n				texture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 3, 5, phi ).x + bitangent * vogelDiskSample( 3, 5, phi ).y ) * texelSize, dp ) ) +\n				texture( shadowMap, vec4( bd3D + ( tangent * vogelDiskSample( 4, 5, phi ).x + bitangent * vogelDiskSample( 4, 5, phi ).y ) * texelSize, dp ) )\n			) * 0.2;\n		}\n		return mix( 1.0, shadow, shadowIntensity );\n	}\n	#elif defined( SHADOWMAP_TYPE_BASIC )\n	float getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n		float shadow = 1.0;\n		vec3 lightToPosition = shadowCoord.xyz;\n		vec3 bd3D = normalize( lightToPosition );\n		vec3 absVec = abs( lightToPosition );\n		float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n		if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n			float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n			dp += shadowBias;\n			float depth = textureCube( shadowMap, bd3D ).r;\n			#ifdef USE_REVERSED_DEPTH_BUFFER\n				shadow = step( depth, dp );\n			#else\n				shadow = step( dp, depth );\n			#endif\n		}\n		return mix( 1.0, shadow, shadowIntensity );\n	}\n	#endif\n	#endif\n#endif";
var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n	uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n	varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHT_SHADOWS > 0\n		uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n		varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n		struct DirectionalLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n		};\n		uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n	#endif\n	#if NUM_SPOT_LIGHT_SHADOWS > 0\n		struct SpotLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n		};\n		uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0\n		uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n		varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n		struct PointLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n			float shadowCameraNear;\n			float shadowCameraFar;\n		};\n		uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n	#endif\n#endif";
var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n	vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n	vec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n	#if NUM_DIR_LIGHT_SHADOWS > 0\n		#pragma unroll_loop_start\n		for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n			shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n			vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n		}\n		#pragma unroll_loop_end\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0\n		#pragma unroll_loop_start\n		for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n			shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n			vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n		}\n		#pragma unroll_loop_end\n	#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n		shadowWorldPosition = worldPosition;\n		#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n			shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n		#endif\n		vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n	}\n	#pragma unroll_loop_end\n#endif";
var shadowmask_pars_fragment = "float getShadowMask() {\n	float shadow = 1.0;\n	#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHT_SHADOWS > 0\n	DirectionalLightShadow directionalLight;\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n		directionalLight = directionalLightShadows[ i ];\n		shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n	}\n	#pragma unroll_loop_end\n	#endif\n	#if NUM_SPOT_LIGHT_SHADOWS > 0\n	SpotLightShadow spotLight;\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n		spotLight = spotLightShadows[ i ];\n		shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n	}\n	#pragma unroll_loop_end\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n	PointLightShadow pointLight;\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n		pointLight = pointLightShadows[ i ];\n		shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n	}\n	#pragma unroll_loop_end\n	#endif\n	#endif\n	return shadow;\n}";
var skinbase_vertex = "#ifdef USE_SKINNING\n	mat4 boneMatX = getBoneMatrix( skinIndex.x );\n	mat4 boneMatY = getBoneMatrix( skinIndex.y );\n	mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n	mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
var skinning_pars_vertex = "#ifdef USE_SKINNING\n	uniform mat4 bindMatrix;\n	uniform mat4 bindMatrixInverse;\n	uniform highp sampler2D boneTexture;\n	mat4 getBoneMatrix( const in float i ) {\n		int size = textureSize( boneTexture, 0 ).x;\n		int j = int( i ) * 4;\n		int x = j % size;\n		int y = j / size;\n		vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n		vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n		vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n		vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n		return mat4( v1, v2, v3, v4 );\n	}\n#endif";
var skinning_vertex = "#ifdef USE_SKINNING\n	vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n	vec4 skinned = vec4( 0.0 );\n	skinned += boneMatX * skinVertex * skinWeight.x;\n	skinned += boneMatY * skinVertex * skinWeight.y;\n	skinned += boneMatZ * skinVertex * skinWeight.z;\n	skinned += boneMatW * skinVertex * skinWeight.w;\n	transformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
var skinnormal_vertex = "#ifdef USE_SKINNING\n	mat4 skinMatrix = mat4( 0.0 );\n	skinMatrix += skinWeight.x * boneMatX;\n	skinMatrix += skinWeight.y * boneMatY;\n	skinMatrix += skinWeight.z * boneMatZ;\n	skinMatrix += skinWeight.w * boneMatW;\n	skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n	objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n	#ifdef USE_TANGENT\n		objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n	#endif\n#endif";
var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n	vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n	specularStrength = texelSpecular.r;\n#else\n	specularStrength = 1.0;\n#endif";
var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n	uniform sampler2D specularMap;\n#endif";
var tonemapping_fragment = "#if defined( TONE_MAPPING )\n	gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n	return saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n	color *= toneMappingExposure;\n	return saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n	color *= toneMappingExposure;\n	color = max( vec3( 0.0 ), color - 0.004 );\n	return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n	vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n	vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n	return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n	const mat3 ACESInputMat = mat3(\n		vec3( 0.59719, 0.07600, 0.02840 ),		vec3( 0.35458, 0.90834, 0.13383 ),\n		vec3( 0.04823, 0.01566, 0.83777 )\n	);\n	const mat3 ACESOutputMat = mat3(\n		vec3(  1.60475, -0.10208, -0.00327 ),		vec3( -0.53108,  1.10813, -0.07276 ),\n		vec3( -0.07367, -0.00605,  1.07602 )\n	);\n	color *= toneMappingExposure / 0.6;\n	color = ACESInputMat * color;\n	color = RRTAndODTFit( color );\n	color = ACESOutputMat * color;\n	return saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n	vec3( 1.6605, - 0.1246, - 0.0182 ),\n	vec3( - 0.5876, 1.1329, - 0.1006 ),\n	vec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n	vec3( 0.6274, 0.0691, 0.0164 ),\n	vec3( 0.3293, 0.9195, 0.0880 ),\n	vec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n	vec3 x2 = x * x;\n	vec3 x4 = x2 * x2;\n	return + 15.5 * x4 * x2\n		- 40.14 * x4 * x\n		+ 31.96 * x4\n		- 6.868 * x2 * x\n		+ 0.4298 * x2\n		+ 0.1191 * x\n		- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n	const mat3 AgXInsetMatrix = mat3(\n		vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n		vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n		vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n	);\n	const mat3 AgXOutsetMatrix = mat3(\n		vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n		vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n		vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n	);\n	const float AgxMinEv = - 12.47393;	const float AgxMaxEv = 4.026069;\n	color *= toneMappingExposure;\n	color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n	color = AgXInsetMatrix * color;\n	color = max( color, 1e-10 );	color = log2( color );\n	color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n	color = clamp( color, 0.0, 1.0 );\n	color = agxDefaultContrastApprox( color );\n	color = AgXOutsetMatrix * color;\n	color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n	color = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n	color = clamp( color, 0.0, 1.0 );\n	return color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n	const float StartCompression = 0.8 - 0.04;\n	const float Desaturation = 0.15;\n	color *= toneMappingExposure;\n	float x = min( color.r, min( color.g, color.b ) );\n	float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n	color -= offset;\n	float peak = max( color.r, max( color.g, color.b ) );\n	if ( peak < StartCompression ) return color;\n	float d = 1. - StartCompression;\n	float newPeak = 1. - d * d / ( peak + d - StartCompression );\n	color *= newPeak / peak;\n	float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n	return mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
var transmission_fragment = "#ifdef USE_TRANSMISSION\n	material.transmission = transmission;\n	material.transmissionAlpha = 1.0;\n	material.thickness = thickness;\n	material.attenuationDistance = attenuationDistance;\n	material.attenuationColor = attenuationColor;\n	#ifdef USE_TRANSMISSIONMAP\n		material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n	#endif\n	#ifdef USE_THICKNESSMAP\n		material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n	#endif\n	vec3 pos = vWorldPosition;\n	vec3 v = normalize( cameraPosition - pos );\n	vec3 n = inverseTransformDirection( normal, viewMatrix );\n	vec4 transmitted = getIBLVolumeRefraction(\n		n, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n		pos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n		material.attenuationColor, material.attenuationDistance );\n	material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n	totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n	uniform float transmission;\n	uniform float thickness;\n	uniform float attenuationDistance;\n	uniform vec3 attenuationColor;\n	#ifdef USE_TRANSMISSIONMAP\n		uniform sampler2D transmissionMap;\n	#endif\n	#ifdef USE_THICKNESSMAP\n		uniform sampler2D thicknessMap;\n	#endif\n	uniform vec2 transmissionSamplerSize;\n	uniform sampler2D transmissionSamplerMap;\n	uniform mat4 modelMatrix;\n	uniform mat4 projectionMatrix;\n	varying vec3 vWorldPosition;\n	float w0( float a ) {\n		return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n	}\n	float w1( float a ) {\n		return ( 1.0 / 6.0 ) * ( a *  a * ( 3.0 * a - 6.0 ) + 4.0 );\n	}\n	float w2( float a ){\n		return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n	}\n	float w3( float a ) {\n		return ( 1.0 / 6.0 ) * ( a * a * a );\n	}\n	float g0( float a ) {\n		return w0( a ) + w1( a );\n	}\n	float g1( float a ) {\n		return w2( a ) + w3( a );\n	}\n	float h0( float a ) {\n		return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n	}\n	float h1( float a ) {\n		return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n	}\n	vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n		uv = uv * texelSize.zw + 0.5;\n		vec2 iuv = floor( uv );\n		vec2 fuv = fract( uv );\n		float g0x = g0( fuv.x );\n		float g1x = g1( fuv.x );\n		float h0x = h0( fuv.x );\n		float h1x = h1( fuv.x );\n		float h0y = h0( fuv.y );\n		float h1y = h1( fuv.y );\n		vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n		vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n		vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n		vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n		return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n			g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n	}\n	vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n		vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n		vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n		vec2 fLodSizeInv = 1.0 / fLodSize;\n		vec2 cLodSizeInv = 1.0 / cLodSize;\n		vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n		vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n		return mix( fSample, cSample, fract( lod ) );\n	}\n	vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n		vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n		vec3 modelScale;\n		modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n		modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n		modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n		return normalize( refractionVector ) * thickness * modelScale;\n	}\n	float applyIorToRoughness( const in float roughness, const in float ior ) {\n		return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n	}\n	vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n		float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n		return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n	}\n	vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n		if ( isinf( attenuationDistance ) ) {\n			return vec3( 1.0 );\n		} else {\n			vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n			vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );			return transmittance;\n		}\n	}\n	vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n		const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n		const in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n		const in vec3 attenuationColor, const in float attenuationDistance ) {\n		vec4 transmittedLight;\n		vec3 transmittance;\n		#ifdef USE_DISPERSION\n			float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n			vec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n			for ( int i = 0; i < 3; i ++ ) {\n				vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n				vec3 refractedRayExit = position + transmissionRay;\n				vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n				vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n				refractionCoords += 1.0;\n				refractionCoords /= 2.0;\n				vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n				transmittedLight[ i ] = transmissionSample[ i ];\n				transmittedLight.a += transmissionSample.a;\n				transmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n			}\n			transmittedLight.a /= 3.0;\n		#else\n			vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n			vec3 refractedRayExit = position + transmissionRay;\n			vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n			vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n			refractionCoords += 1.0;\n			refractionCoords /= 2.0;\n			transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n			transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n		#endif\n		vec3 attenuatedColor = transmittance * transmittedLight.rgb;\n		vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n		float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n		return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n	}\n#endif";
var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n	varying vec2 vUv;\n#endif\n#ifdef USE_MAP\n	varying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n	varying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n	varying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n	varying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n	varying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n	varying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n	varying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n	varying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n	varying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n	varying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n	varying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	varying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n	varying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n	varying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n	varying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n	varying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n	varying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n	varying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n	varying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n	varying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n	uniform mat3 transmissionMapTransform;\n	varying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n	uniform mat3 thicknessMapTransform;\n	varying vec2 vThicknessMapUv;\n#endif";
var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n	varying vec2 vUv;\n#endif\n#ifdef USE_MAP\n	uniform mat3 mapTransform;\n	varying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n	uniform mat3 alphaMapTransform;\n	varying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n	uniform mat3 lightMapTransform;\n	varying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n	uniform mat3 aoMapTransform;\n	varying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n	uniform mat3 bumpMapTransform;\n	varying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n	uniform mat3 normalMapTransform;\n	varying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n	uniform mat3 displacementMapTransform;\n	varying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n	uniform mat3 emissiveMapTransform;\n	varying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n	uniform mat3 metalnessMapTransform;\n	varying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n	uniform mat3 roughnessMapTransform;\n	varying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n	uniform mat3 anisotropyMapTransform;\n	varying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n	uniform mat3 clearcoatMapTransform;\n	varying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	uniform mat3 clearcoatNormalMapTransform;\n	varying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n	uniform mat3 clearcoatRoughnessMapTransform;\n	varying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n	uniform mat3 sheenColorMapTransform;\n	varying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n	uniform mat3 sheenRoughnessMapTransform;\n	varying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n	uniform mat3 iridescenceMapTransform;\n	varying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n	uniform mat3 iridescenceThicknessMapTransform;\n	varying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n	uniform mat3 specularMapTransform;\n	varying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n	uniform mat3 specularColorMapTransform;\n	varying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n	uniform mat3 specularIntensityMapTransform;\n	varying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n	uniform mat3 transmissionMapTransform;\n	varying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n	uniform mat3 thicknessMapTransform;\n	varying vec2 vThicknessMapUv;\n#endif";
var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n	vUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n	vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n	vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n	vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n	vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n	vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n	vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n	vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n	vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n	vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n	vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n	vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n	vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n	vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n	vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n	vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n	vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n	vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n	vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n	vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n	vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n	vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n	vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif";
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n	vec4 worldPosition = vec4( transformed, 1.0 );\n	#ifdef USE_BATCHING\n		worldPosition = batchingMatrix * worldPosition;\n	#endif\n	#ifdef USE_INSTANCING\n		worldPosition = instanceMatrix * worldPosition;\n	#endif\n	worldPosition = modelMatrix * worldPosition;\n#endif";
var vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n	vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n	gl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
var fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n	vec4 texColor = texture2D( t2D, vUv );\n	#ifdef DECODE_VIDEO_TEXTURE\n		texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n	#endif\n	texColor.rgb *= backgroundIntensity;\n	gl_FragColor = texColor;\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n}";
var vertex$g = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n	vWorldDirection = transformDirection( position, modelMatrix );\n	#include <begin_vertex>\n	#include <project_vertex>\n	gl_Position.z = gl_Position.w;\n}";
var fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n	uniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n	uniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n	#ifdef ENVMAP_TYPE_CUBE\n		vec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n	#elif defined( ENVMAP_TYPE_CUBE_UV )\n		vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n	#else\n		vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n	#endif\n	texColor.rgb *= backgroundIntensity;\n	gl_FragColor = texColor;\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n}";
var vertex$f = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n	vWorldDirection = transformDirection( position, modelMatrix );\n	#include <begin_vertex>\n	#include <project_vertex>\n	gl_Position.z = gl_Position.w;\n}";
var fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n	vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n	gl_FragColor = texColor;\n	gl_FragColor.a *= opacity;\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n}";
var vertex$e = "#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n	#include <uv_vertex>\n	#include <batching_vertex>\n	#include <skinbase_vertex>\n	#include <morphinstance_vertex>\n	#ifdef USE_DISPLACEMENTMAP\n		#include <beginnormal_vertex>\n		#include <morphnormal_vertex>\n		#include <skinnormal_vertex>\n	#endif\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vHighPrecisionZW = gl_Position.zw;\n}";
var fragment$e = "#if DEPTH_PACKING == 3200\n	uniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n	vec4 diffuseColor = vec4( 1.0 );\n	#include <clipping_planes_fragment>\n	#if DEPTH_PACKING == 3200\n		diffuseColor.a = opacity;\n	#endif\n	#include <map_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <logdepthbuf_fragment>\n	#ifdef USE_REVERSED_DEPTH_BUFFER\n		float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n	#else\n		float fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n	#endif\n	#if DEPTH_PACKING == 3200\n		gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n	#elif DEPTH_PACKING == 3201\n		gl_FragColor = packDepthToRGBA( fragCoordZ );\n	#elif DEPTH_PACKING == 3202\n		gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n	#elif DEPTH_PACKING == 3203\n		gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n	#endif\n}";
var vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <batching_vertex>\n	#include <skinbase_vertex>\n	#include <morphinstance_vertex>\n	#ifdef USE_DISPLACEMENTMAP\n		#include <beginnormal_vertex>\n		#include <morphnormal_vertex>\n		#include <skinnormal_vertex>\n	#endif\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <worldpos_vertex>\n	#include <clipping_planes_vertex>\n	vWorldPosition = worldPosition.xyz;\n}";
var fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n	vec4 diffuseColor = vec4( 1.0 );\n	#include <clipping_planes_fragment>\n	#include <map_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	float dist = length( vWorldPosition - referencePosition );\n	dist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n	dist = saturate( dist );\n	gl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}";
var vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n	vWorldDirection = transformDirection( position, modelMatrix );\n	#include <begin_vertex>\n	#include <project_vertex>\n}";
var fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n	vec3 direction = normalize( vWorldDirection );\n	vec2 sampleUV = equirectUv( direction );\n	gl_FragColor = texture2D( tEquirect, sampleUV );\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n}";
var vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	vLineDistance = scale * lineDistance;\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <fog_vertex>\n}";
var fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	if ( mod( vLineDistance, totalSize ) > dashSize ) {\n		discard;\n	}\n	vec3 outgoingLight = vec3( 0.0 );\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	outgoingLight = diffuseColor.rgb;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n}";
var vertex$a = "#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n		#include <beginnormal_vertex>\n		#include <morphnormal_vertex>\n		#include <skinbase_vertex>\n		#include <skinnormal_vertex>\n		#include <defaultnormal_vertex>\n	#endif\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <worldpos_vertex>\n	#include <envmap_vertex>\n	#include <fog_vertex>\n}";
var fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <specularmap_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	#ifdef USE_LIGHTMAP\n		vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n		reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n	#else\n		reflectedLight.indirectDiffuse += vec3( 1.0 );\n	#endif\n	#include <aomap_fragment>\n	reflectedLight.indirectDiffuse *= diffuseColor.rgb;\n	vec3 outgoingLight = reflectedLight.indirectDiffuse;\n	#include <envmap_fragment>\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}";
var vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <envmap_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n}";
var fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_lambert_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <specularmap_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	#include <emissivemap_fragment>\n	#include <lights_lambert_fragment>\n	#include <lights_fragment_begin>\n	#include <lights_fragment_maps>\n	#include <lights_fragment_end>\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n	#include <envmap_fragment>\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}";
var vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <fog_vertex>\n	vViewPosition = - mvPosition.xyz;\n}";
var fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	vec3 viewDir = normalize( vViewPosition );\n	vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n	vec3 y = cross( viewDir, x );\n	vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n	#ifdef USE_MATCAP\n		vec4 matcapColor = texture2D( matcap, uv );\n	#else\n		vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n	#endif\n	vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}";
var vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n	varying vec3 vViewPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphinstance_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n	vViewPosition = - mvPosition.xyz;\n#endif\n}";
var fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n	varying vec3 vViewPosition;\n#endif\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n	#include <clipping_planes_fragment>\n	#include <logdepthbuf_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	gl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );\n	#ifdef OPAQUE\n		gl_FragColor.a = 1.0;\n	#endif\n}";
var vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphinstance_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <envmap_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n}";
var fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <specularmap_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	#include <emissivemap_fragment>\n	#include <lights_phong_fragment>\n	#include <lights_fragment_begin>\n	#include <lights_fragment_maps>\n	#include <lights_fragment_end>\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n	#include <envmap_fragment>\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}";
var vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n	varying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n	vWorldPosition = worldPosition.xyz;\n#endif\n}";
var fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n	#define IOR\n	#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n	uniform float ior;\n#endif\n#ifdef USE_SPECULAR\n	uniform float specularIntensity;\n	uniform vec3 specularColor;\n	#ifdef USE_SPECULAR_COLORMAP\n		uniform sampler2D specularColorMap;\n	#endif\n	#ifdef USE_SPECULAR_INTENSITYMAP\n		uniform sampler2D specularIntensityMap;\n	#endif\n#endif\n#ifdef USE_CLEARCOAT\n	uniform float clearcoat;\n	uniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n	uniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n	uniform float iridescence;\n	uniform float iridescenceIOR;\n	uniform float iridescenceThicknessMinimum;\n	uniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n	uniform vec3 sheenColor;\n	uniform float sheenRoughness;\n	#ifdef USE_SHEEN_COLORMAP\n		uniform sampler2D sheenColorMap;\n	#endif\n	#ifdef USE_SHEEN_ROUGHNESSMAP\n		uniform sampler2D sheenRoughnessMap;\n	#endif\n#endif\n#ifdef USE_ANISOTROPY\n	uniform vec2 anisotropyVector;\n	#ifdef USE_ANISOTROPYMAP\n		uniform sampler2D anisotropyMap;\n	#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <roughnessmap_fragment>\n	#include <metalnessmap_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	#include <clearcoat_normal_fragment_begin>\n	#include <clearcoat_normal_fragment_maps>\n	#include <emissivemap_fragment>\n	#include <lights_physical_fragment>\n	#include <lights_fragment_begin>\n	#include <lights_fragment_maps>\n	#include <lights_fragment_end>\n	#include <aomap_fragment>\n	vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n	vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n	#include <transmission_fragment>\n	vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n	#ifdef USE_SHEEN\n \n		outgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n 	#endif\n	#ifdef USE_CLEARCOAT\n		float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n		vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n		outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n	#endif\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}";
var vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n}";
var fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	#include <emissivemap_fragment>\n	#include <lights_toon_fragment>\n	#include <lights_fragment_begin>\n	#include <lights_fragment_maps>\n	#include <lights_fragment_end>\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}";
var vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n	varying vec2 vUv;\n	uniform mat3 uvTransform;\n#endif\nvoid main() {\n	#ifdef USE_POINTS_UV\n		vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n	#endif\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <project_vertex>\n	gl_PointSize = size;\n	#ifdef USE_SIZEATTENUATION\n		bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n		if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n	#endif\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <worldpos_vertex>\n	#include <fog_vertex>\n}";
var fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	vec3 outgoingLight = vec3( 0.0 );\n	#include <logdepthbuf_fragment>\n	#include <map_particle_fragment>\n	#include <color_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	outgoingLight = diffuseColor.rgb;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n}";
var vertex$2 = "#include <common>\n#include <batching_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphinstance_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n}";
var fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n	#include <logdepthbuf_fragment>\n	gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n}";
var vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	vec4 mvPosition = modelViewMatrix[ 3 ];\n	vec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n	#ifndef USE_SIZEATTENUATION\n		bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n		if ( isPerspective ) scale *= - mvPosition.z;\n	#endif\n	vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n	vec2 rotatedPosition;\n	rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n	rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n	mvPosition.xy += rotatedPosition;\n	gl_Position = projectionMatrix * mvPosition;\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <fog_vertex>\n}";
var fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	vec3 outgoingLight = vec3( 0.0 );\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	outgoingLight = diffuseColor.rgb;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n}";
var ShaderChunk = {
  alphahash_fragment,
  alphahash_pars_fragment,
  alphamap_fragment,
  alphamap_pars_fragment,
  alphatest_fragment,
  alphatest_pars_fragment,
  aomap_fragment,
  aomap_pars_fragment,
  batching_pars_vertex,
  batching_vertex,
  begin_vertex,
  beginnormal_vertex,
  bsdfs,
  iridescence_fragment,
  bumpmap_pars_fragment,
  clipping_planes_fragment,
  clipping_planes_pars_fragment,
  clipping_planes_pars_vertex,
  clipping_planes_vertex,
  color_fragment,
  color_pars_fragment,
  color_pars_vertex,
  color_vertex,
  common,
  cube_uv_reflection_fragment,
  defaultnormal_vertex,
  displacementmap_pars_vertex,
  displacementmap_vertex,
  emissivemap_fragment,
  emissivemap_pars_fragment,
  colorspace_fragment,
  colorspace_pars_fragment,
  envmap_fragment,
  envmap_common_pars_fragment,
  envmap_pars_fragment,
  envmap_pars_vertex,
  envmap_physical_pars_fragment,
  envmap_vertex,
  fog_vertex,
  fog_pars_vertex,
  fog_fragment,
  fog_pars_fragment,
  gradientmap_pars_fragment,
  lightmap_pars_fragment,
  lights_lambert_fragment,
  lights_lambert_pars_fragment,
  lights_pars_begin,
  lights_toon_fragment,
  lights_toon_pars_fragment,
  lights_phong_fragment,
  lights_phong_pars_fragment,
  lights_physical_fragment,
  lights_physical_pars_fragment,
  lights_fragment_begin,
  lights_fragment_maps,
  lights_fragment_end,
  logdepthbuf_fragment,
  logdepthbuf_pars_fragment,
  logdepthbuf_pars_vertex,
  logdepthbuf_vertex,
  map_fragment,
  map_pars_fragment,
  map_particle_fragment,
  map_particle_pars_fragment,
  metalnessmap_fragment,
  metalnessmap_pars_fragment,
  morphinstance_vertex,
  morphcolor_vertex,
  morphnormal_vertex,
  morphtarget_pars_vertex,
  morphtarget_vertex,
  normal_fragment_begin,
  normal_fragment_maps,
  normal_pars_fragment,
  normal_pars_vertex,
  normal_vertex,
  normalmap_pars_fragment,
  clearcoat_normal_fragment_begin,
  clearcoat_normal_fragment_maps,
  clearcoat_pars_fragment,
  iridescence_pars_fragment,
  opaque_fragment,
  packing,
  premultiplied_alpha_fragment,
  project_vertex,
  dithering_fragment,
  dithering_pars_fragment,
  roughnessmap_fragment,
  roughnessmap_pars_fragment,
  shadowmap_pars_fragment,
  shadowmap_pars_vertex,
  shadowmap_vertex,
  shadowmask_pars_fragment,
  skinbase_vertex,
  skinning_pars_vertex,
  skinning_vertex,
  skinnormal_vertex,
  specularmap_fragment,
  specularmap_pars_fragment,
  tonemapping_fragment,
  tonemapping_pars_fragment,
  transmission_fragment,
  transmission_pars_fragment,
  uv_pars_fragment,
  uv_pars_vertex,
  uv_vertex,
  worldpos_vertex,
  background_vert: vertex$h,
  background_frag: fragment$h,
  backgroundCube_vert: vertex$g,
  backgroundCube_frag: fragment$g,
  cube_vert: vertex$f,
  cube_frag: fragment$f,
  depth_vert: vertex$e,
  depth_frag: fragment$e,
  distance_vert: vertex$d,
  distance_frag: fragment$d,
  equirect_vert: vertex$c,
  equirect_frag: fragment$c,
  linedashed_vert: vertex$b,
  linedashed_frag: fragment$b,
  meshbasic_vert: vertex$a,
  meshbasic_frag: fragment$a,
  meshlambert_vert: vertex$9,
  meshlambert_frag: fragment$9,
  meshmatcap_vert: vertex$8,
  meshmatcap_frag: fragment$8,
  meshnormal_vert: vertex$7,
  meshnormal_frag: fragment$7,
  meshphong_vert: vertex$6,
  meshphong_frag: fragment$6,
  meshphysical_vert: vertex$5,
  meshphysical_frag: fragment$5,
  meshtoon_vert: vertex$4,
  meshtoon_frag: fragment$4,
  points_vert: vertex$3,
  points_frag: fragment$3,
  shadow_vert: vertex$2,
  shadow_frag: fragment$2,
  sprite_vert: vertex$1,
  sprite_frag: fragment$1
};
var UniformsLib = {
  common: {
    diffuse: { value: new Color(16777215) },
    opacity: { value: 1 },
    map: { value: null },
    mapTransform: { value: new Matrix3() },
    alphaMap: { value: null },
    alphaMapTransform: { value: new Matrix3() },
    alphaTest: { value: 0 }
  },
  specularmap: {
    specularMap: { value: null },
    specularMapTransform: { value: new Matrix3() }
  },
  envmap: {
    envMap: { value: null },
    envMapRotation: { value: new Matrix3() },
    flipEnvMap: { value: -1 },
    reflectivity: { value: 1 },
    // basic, lambert, phong
    ior: { value: 1.5 },
    // physical
    refractionRatio: { value: 0.98 },
    // basic, lambert, phong
    dfgLUT: { value: null }
    // DFG LUT for physically-based rendering
  },
  aomap: {
    aoMap: { value: null },
    aoMapIntensity: { value: 1 },
    aoMapTransform: { value: new Matrix3() }
  },
  lightmap: {
    lightMap: { value: null },
    lightMapIntensity: { value: 1 },
    lightMapTransform: { value: new Matrix3() }
  },
  bumpmap: {
    bumpMap: { value: null },
    bumpMapTransform: { value: new Matrix3() },
    bumpScale: { value: 1 }
  },
  normalmap: {
    normalMap: { value: null },
    normalMapTransform: { value: new Matrix3() },
    normalScale: { value: new Vector2(1, 1) }
  },
  displacementmap: {
    displacementMap: { value: null },
    displacementMapTransform: { value: new Matrix3() },
    displacementScale: { value: 1 },
    displacementBias: { value: 0 }
  },
  emissivemap: {
    emissiveMap: { value: null },
    emissiveMapTransform: { value: new Matrix3() }
  },
  metalnessmap: {
    metalnessMap: { value: null },
    metalnessMapTransform: { value: new Matrix3() }
  },
  roughnessmap: {
    roughnessMap: { value: null },
    roughnessMapTransform: { value: new Matrix3() }
  },
  gradientmap: {
    gradientMap: { value: null }
  },
  fog: {
    fogDensity: { value: 25e-5 },
    fogNear: { value: 1 },
    fogFar: { value: 2e3 },
    fogColor: { value: new Color(16777215) }
  },
  lights: {
    ambientLightColor: { value: [] },
    lightProbe: { value: [] },
    directionalLights: { value: [], properties: {
      direction: {},
      color: {}
    } },
    directionalLightShadows: { value: [], properties: {
      shadowIntensity: 1,
      shadowBias: {},
      shadowNormalBias: {},
      shadowRadius: {},
      shadowMapSize: {}
    } },
    directionalShadowMap: { value: [] },
    directionalShadowMatrix: { value: [] },
    spotLights: { value: [], properties: {
      color: {},
      position: {},
      direction: {},
      distance: {},
      coneCos: {},
      penumbraCos: {},
      decay: {}
    } },
    spotLightShadows: { value: [], properties: {
      shadowIntensity: 1,
      shadowBias: {},
      shadowNormalBias: {},
      shadowRadius: {},
      shadowMapSize: {}
    } },
    spotLightMap: { value: [] },
    spotShadowMap: { value: [] },
    spotLightMatrix: { value: [] },
    pointLights: { value: [], properties: {
      color: {},
      position: {},
      decay: {},
      distance: {}
    } },
    pointLightShadows: { value: [], properties: {
      shadowIntensity: 1,
      shadowBias: {},
      shadowNormalBias: {},
      shadowRadius: {},
      shadowMapSize: {},
      shadowCameraNear: {},
      shadowCameraFar: {}
    } },
    pointShadowMap: { value: [] },
    pointShadowMatrix: { value: [] },
    hemisphereLights: { value: [], properties: {
      direction: {},
      skyColor: {},
      groundColor: {}
    } },
    // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
    rectAreaLights: { value: [], properties: {
      color: {},
      position: {},
      width: {},
      height: {}
    } },
    ltc_1: { value: null },
    ltc_2: { value: null }
  },
  points: {
    diffuse: { value: new Color(16777215) },
    opacity: { value: 1 },
    size: { value: 1 },
    scale: { value: 1 },
    map: { value: null },
    alphaMap: { value: null },
    alphaMapTransform: { value: new Matrix3() },
    alphaTest: { value: 0 },
    uvTransform: { value: new Matrix3() }
  },
  sprite: {
    diffuse: { value: new Color(16777215) },
    opacity: { value: 1 },
    center: { value: new Vector2(0.5, 0.5) },
    rotation: { value: 0 },
    map: { value: null },
    mapTransform: { value: new Matrix3() },
    alphaMap: { value: null },
    alphaMapTransform: { value: new Matrix3() },
    alphaTest: { value: 0 }
  }
};
var ShaderLib = {
  basic: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.specularmap,
      UniformsLib.envmap,
      UniformsLib.aomap,
      UniformsLib.lightmap,
      UniformsLib.fog
    ]),
    vertexShader: ShaderChunk.meshbasic_vert,
    fragmentShader: ShaderChunk.meshbasic_frag
  },
  lambert: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.specularmap,
      UniformsLib.envmap,
      UniformsLib.aomap,
      UniformsLib.lightmap,
      UniformsLib.emissivemap,
      UniformsLib.bumpmap,
      UniformsLib.normalmap,
      UniformsLib.displacementmap,
      UniformsLib.fog,
      UniformsLib.lights,
      {
        emissive: { value: new Color(0) }
      }
    ]),
    vertexShader: ShaderChunk.meshlambert_vert,
    fragmentShader: ShaderChunk.meshlambert_frag
  },
  phong: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.specularmap,
      UniformsLib.envmap,
      UniformsLib.aomap,
      UniformsLib.lightmap,
      UniformsLib.emissivemap,
      UniformsLib.bumpmap,
      UniformsLib.normalmap,
      UniformsLib.displacementmap,
      UniformsLib.fog,
      UniformsLib.lights,
      {
        emissive: { value: new Color(0) },
        specular: { value: new Color(1118481) },
        shininess: { value: 30 }
      }
    ]),
    vertexShader: ShaderChunk.meshphong_vert,
    fragmentShader: ShaderChunk.meshphong_frag
  },
  standard: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.envmap,
      UniformsLib.aomap,
      UniformsLib.lightmap,
      UniformsLib.emissivemap,
      UniformsLib.bumpmap,
      UniformsLib.normalmap,
      UniformsLib.displacementmap,
      UniformsLib.roughnessmap,
      UniformsLib.metalnessmap,
      UniformsLib.fog,
      UniformsLib.lights,
      {
        emissive: { value: new Color(0) },
        roughness: { value: 1 },
        metalness: { value: 0 },
        envMapIntensity: { value: 1 }
      }
    ]),
    vertexShader: ShaderChunk.meshphysical_vert,
    fragmentShader: ShaderChunk.meshphysical_frag
  },
  toon: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.aomap,
      UniformsLib.lightmap,
      UniformsLib.emissivemap,
      UniformsLib.bumpmap,
      UniformsLib.normalmap,
      UniformsLib.displacementmap,
      UniformsLib.gradientmap,
      UniformsLib.fog,
      UniformsLib.lights,
      {
        emissive: { value: new Color(0) }
      }
    ]),
    vertexShader: ShaderChunk.meshtoon_vert,
    fragmentShader: ShaderChunk.meshtoon_frag
  },
  matcap: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.bumpmap,
      UniformsLib.normalmap,
      UniformsLib.displacementmap,
      UniformsLib.fog,
      {
        matcap: { value: null }
      }
    ]),
    vertexShader: ShaderChunk.meshmatcap_vert,
    fragmentShader: ShaderChunk.meshmatcap_frag
  },
  points: {
    uniforms: mergeUniforms([
      UniformsLib.points,
      UniformsLib.fog
    ]),
    vertexShader: ShaderChunk.points_vert,
    fragmentShader: ShaderChunk.points_frag
  },
  dashed: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.fog,
      {
        scale: { value: 1 },
        dashSize: { value: 1 },
        totalSize: { value: 2 }
      }
    ]),
    vertexShader: ShaderChunk.linedashed_vert,
    fragmentShader: ShaderChunk.linedashed_frag
  },
  depth: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.displacementmap
    ]),
    vertexShader: ShaderChunk.depth_vert,
    fragmentShader: ShaderChunk.depth_frag
  },
  normal: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.bumpmap,
      UniformsLib.normalmap,
      UniformsLib.displacementmap,
      {
        opacity: { value: 1 }
      }
    ]),
    vertexShader: ShaderChunk.meshnormal_vert,
    fragmentShader: ShaderChunk.meshnormal_frag
  },
  sprite: {
    uniforms: mergeUniforms([
      UniformsLib.sprite,
      UniformsLib.fog
    ]),
    vertexShader: ShaderChunk.sprite_vert,
    fragmentShader: ShaderChunk.sprite_frag
  },
  background: {
    uniforms: {
      uvTransform: { value: new Matrix3() },
      t2D: { value: null },
      backgroundIntensity: { value: 1 }
    },
    vertexShader: ShaderChunk.background_vert,
    fragmentShader: ShaderChunk.background_frag
  },
  backgroundCube: {
    uniforms: {
      envMap: { value: null },
      flipEnvMap: { value: -1 },
      backgroundBlurriness: { value: 0 },
      backgroundIntensity: { value: 1 },
      backgroundRotation: { value: new Matrix3() }
    },
    vertexShader: ShaderChunk.backgroundCube_vert,
    fragmentShader: ShaderChunk.backgroundCube_frag
  },
  cube: {
    uniforms: {
      tCube: { value: null },
      tFlip: { value: -1 },
      opacity: { value: 1 }
    },
    vertexShader: ShaderChunk.cube_vert,
    fragmentShader: ShaderChunk.cube_frag
  },
  equirect: {
    uniforms: {
      tEquirect: { value: null }
    },
    vertexShader: ShaderChunk.equirect_vert,
    fragmentShader: ShaderChunk.equirect_frag
  },
  distance: {
    uniforms: mergeUniforms([
      UniformsLib.common,
      UniformsLib.displacementmap,
      {
        referencePosition: { value: new Vector3() },
        nearDistance: { value: 1 },
        farDistance: { value: 1e3 }
      }
    ]),
    vertexShader: ShaderChunk.distance_vert,
    fragmentShader: ShaderChunk.distance_frag
  },
  shadow: {
    uniforms: mergeUniforms([
      UniformsLib.lights,
      UniformsLib.fog,
      {
        color: { value: new Color(0) },
        opacity: { value: 1 }
      }
    ]),
    vertexShader: ShaderChunk.shadow_vert,
    fragmentShader: ShaderChunk.shadow_frag
  }
};
ShaderLib.physical = {
  uniforms: mergeUniforms([
    ShaderLib.standard.uniforms,
    {
      clearcoat: { value: 0 },
      clearcoatMap: { value: null },
      clearcoatMapTransform: { value: new Matrix3() },
      clearcoatNormalMap: { value: null },
      clearcoatNormalMapTransform: { value: new Matrix3() },
      clearcoatNormalScale: { value: new Vector2(1, 1) },
      clearcoatRoughness: { value: 0 },
      clearcoatRoughnessMap: { value: null },
      clearcoatRoughnessMapTransform: { value: new Matrix3() },
      dispersion: { value: 0 },
      iridescence: { value: 0 },
      iridescenceMap: { value: null },
      iridescenceMapTransform: { value: new Matrix3() },
      iridescenceIOR: { value: 1.3 },
      iridescenceThicknessMinimum: { value: 100 },
      iridescenceThicknessMaximum: { value: 400 },
      iridescenceThicknessMap: { value: null },
      iridescenceThicknessMapTransform: { value: new Matrix3() },
      sheen: { value: 0 },
      sheenColor: { value: new Color(0) },
      sheenColorMap: { value: null },
      sheenColorMapTransform: { value: new Matrix3() },
      sheenRoughness: { value: 1 },
      sheenRoughnessMap: { value: null },
      sheenRoughnessMapTransform: { value: new Matrix3() },
      transmission: { value: 0 },
      transmissionMap: { value: null },
      transmissionMapTransform: { value: new Matrix3() },
      transmissionSamplerSize: { value: new Vector2() },
      transmissionSamplerMap: { value: null },
      thickness: { value: 0 },
      thicknessMap: { value: null },
      thicknessMapTransform: { value: new Matrix3() },
      attenuationDistance: { value: 0 },
      attenuationColor: { value: new Color(0) },
      specularColor: { value: new Color(1, 1, 1) },
      specularColorMap: { value: null },
      specularColorMapTransform: { value: new Matrix3() },
      specularIntensity: { value: 1 },
      specularIntensityMap: { value: null },
      specularIntensityMapTransform: { value: new Matrix3() },
      anisotropyVector: { value: new Vector2() },
      anisotropyMap: { value: null },
      anisotropyMapTransform: { value: new Matrix3() }
    }
  ]),
  vertexShader: ShaderChunk.meshphysical_vert,
  fragmentShader: ShaderChunk.meshphysical_frag
};
var _rgb = { r: 0, b: 0, g: 0 };
var _e1$1 = new Euler();
var _m1$12 = new Matrix4();
function WebGLBackground(renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha) {
  const clearColor = new Color(0);
  let clearAlpha = alpha === true ? 0 : 1;
  let planeMesh;
  let boxMesh;
  let currentBackground = null;
  let currentBackgroundVersion = 0;
  let currentTonemapping = null;
  function getBackground(scene) {
    let background = scene.isScene === true ? scene.background : null;
    if (background && background.isTexture) {
      const usePMREM = scene.backgroundBlurriness > 0;
      background = (usePMREM ? cubeuvmaps : cubemaps).get(background);
    }
    return background;
  }
  function render(scene) {
    let forceClear = false;
    const background = getBackground(scene);
    if (background === null) {
      setClear(clearColor, clearAlpha);
    } else if (background && background.isColor) {
      setClear(background, 1);
      forceClear = true;
    }
    const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();
    if (environmentBlendMode === "additive") {
      state.buffers.color.setClear(0, 0, 0, 1, premultipliedAlpha);
    } else if (environmentBlendMode === "alpha-blend") {
      state.buffers.color.setClear(0, 0, 0, 0, premultipliedAlpha);
    }
    if (renderer.autoClear || forceClear) {
      state.buffers.depth.setTest(true);
      state.buffers.depth.setMask(true);
      state.buffers.color.setMask(true);
      renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
    }
  }
  function addToRenderList(renderList, scene) {
    const background = getBackground(scene);
    if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {
      if (boxMesh === void 0) {
        boxMesh = new Mesh(
          new BoxGeometry(1, 1, 1),
          new ShaderMaterial({
            name: "BackgroundCubeMaterial",
            uniforms: cloneUniforms(ShaderLib.backgroundCube.uniforms),
            vertexShader: ShaderLib.backgroundCube.vertexShader,
            fragmentShader: ShaderLib.backgroundCube.fragmentShader,
            side: BackSide,
            depthTest: false,
            depthWrite: false,
            fog: false,
            allowOverride: false
          })
        );
        boxMesh.geometry.deleteAttribute("normal");
        boxMesh.geometry.deleteAttribute("uv");
        boxMesh.onBeforeRender = function(renderer2, scene2, camera) {
          this.matrixWorld.copyPosition(camera.matrixWorld);
        };
        Object.defineProperty(boxMesh.material, "envMap", {
          get: function() {
            return this.uniforms.envMap.value;
          }
        });
        objects.update(boxMesh);
      }
      _e1$1.copy(scene.backgroundRotation);
      _e1$1.x *= -1;
      _e1$1.y *= -1;
      _e1$1.z *= -1;
      if (background.isCubeTexture && background.isRenderTargetTexture === false) {
        _e1$1.y *= -1;
        _e1$1.z *= -1;
      }
      boxMesh.material.uniforms.envMap.value = background;
      boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background.isRenderTargetTexture === false ? -1 : 1;
      boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
      boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
      boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4(_m1$12.makeRotationFromEuler(_e1$1));
      boxMesh.material.toneMapped = ColorManagement.getTransfer(background.colorSpace) !== SRGBTransfer;
      if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
        boxMesh.material.needsUpdate = true;
        currentBackground = background;
        currentBackgroundVersion = background.version;
        currentTonemapping = renderer.toneMapping;
      }
      boxMesh.layers.enableAll();
      renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
    } else if (background && background.isTexture) {
      if (planeMesh === void 0) {
        planeMesh = new Mesh(
          new PlaneGeometry(2, 2),
          new ShaderMaterial({
            name: "BackgroundMaterial",
            uniforms: cloneUniforms(ShaderLib.background.uniforms),
            vertexShader: ShaderLib.background.vertexShader,
            fragmentShader: ShaderLib.background.fragmentShader,
            side: FrontSide,
            depthTest: false,
            depthWrite: false,
            fog: false,
            allowOverride: false
          })
        );
        planeMesh.geometry.deleteAttribute("normal");
        Object.defineProperty(planeMesh.material, "map", {
          get: function() {
            return this.uniforms.t2D.value;
          }
        });
        objects.update(planeMesh);
      }
      planeMesh.material.uniforms.t2D.value = background;
      planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
      planeMesh.material.toneMapped = ColorManagement.getTransfer(background.colorSpace) !== SRGBTransfer;
      if (background.matrixAutoUpdate === true) {
        background.updateMatrix();
      }
      planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
      if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
        planeMesh.material.needsUpdate = true;
        currentBackground = background;
        currentBackgroundVersion = background.version;
        currentTonemapping = renderer.toneMapping;
      }
      planeMesh.layers.enableAll();
      renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
    }
  }
  function setClear(color, alpha2) {
    color.getRGB(_rgb, getUnlitUniformColorSpace(renderer));
    state.buffers.color.setClear(_rgb.r, _rgb.g, _rgb.b, alpha2, premultipliedAlpha);
  }
  function dispose() {
    if (boxMesh !== void 0) {
      boxMesh.geometry.dispose();
      boxMesh.material.dispose();
      boxMesh = void 0;
    }
    if (planeMesh !== void 0) {
      planeMesh.geometry.dispose();
      planeMesh.material.dispose();
      planeMesh = void 0;
    }
  }
  return {
    getClearColor: function() {
      return clearColor;
    },
    setClearColor: function(color, alpha2 = 1) {
      clearColor.set(color);
      clearAlpha = alpha2;
      setClear(clearColor, clearAlpha);
    },
    getClearAlpha: function() {
      return clearAlpha;
    },
    setClearAlpha: function(alpha2) {
      clearAlpha = alpha2;
      setClear(clearColor, clearAlpha);
    },
    render,
    addToRenderList,
    dispose
  };
}
function WebGLBindingStates(gl, attributes) {
  const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
  const bindingStates = {};
  const defaultState = createBindingState(null);
  let currentState = defaultState;
  let forceUpdate = false;
  function setup(object, material, program, geometry, index) {
    let updateBuffers = false;
    const state = getBindingState(geometry, program, material);
    if (currentState !== state) {
      currentState = state;
      bindVertexArrayObject(currentState.object);
    }
    updateBuffers = needsUpdate(object, geometry, program, index);
    if (updateBuffers) saveCache(object, geometry, program, index);
    if (index !== null) {
      attributes.update(index, gl.ELEMENT_ARRAY_BUFFER);
    }
    if (updateBuffers || forceUpdate) {
      forceUpdate = false;
      setupVertexAttributes(object, material, program, geometry);
      if (index !== null) {
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer);
      }
    }
  }
  function createVertexArrayObject() {
    return gl.createVertexArray();
  }
  function bindVertexArrayObject(vao) {
    return gl.bindVertexArray(vao);
  }
  function deleteVertexArrayObject(vao) {
    return gl.deleteVertexArray(vao);
  }
  function getBindingState(geometry, program, material) {
    const wireframe = material.wireframe === true;
    let programMap = bindingStates[geometry.id];
    if (programMap === void 0) {
      programMap = {};
      bindingStates[geometry.id] = programMap;
    }
    let stateMap = programMap[program.id];
    if (stateMap === void 0) {
      stateMap = {};
      programMap[program.id] = stateMap;
    }
    let state = stateMap[wireframe];
    if (state === void 0) {
      state = createBindingState(createVertexArrayObject());
      stateMap[wireframe] = state;
    }
    return state;
  }
  function createBindingState(vao) {
    const newAttributes = [];
    const enabledAttributes = [];
    const attributeDivisors = [];
    for (let i = 0; i < maxVertexAttributes; i++) {
      newAttributes[i] = 0;
      enabledAttributes[i] = 0;
      attributeDivisors[i] = 0;
    }
    return {
      // for backward compatibility on non-VAO support browser
      geometry: null,
      program: null,
      wireframe: false,
      newAttributes,
      enabledAttributes,
      attributeDivisors,
      object: vao,
      attributes: {},
      index: null
    };
  }
  function needsUpdate(object, geometry, program, index) {
    const cachedAttributes = currentState.attributes;
    const geometryAttributes = geometry.attributes;
    let attributesNum = 0;
    const programAttributes = program.getAttributes();
    for (const name in programAttributes) {
      const programAttribute = programAttributes[name];
      if (programAttribute.location >= 0) {
        const cachedAttribute = cachedAttributes[name];
        let geometryAttribute = geometryAttributes[name];
        if (geometryAttribute === void 0) {
          if (name === "instanceMatrix" && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
          if (name === "instanceColor" && object.instanceColor) geometryAttribute = object.instanceColor;
        }
        if (cachedAttribute === void 0) return true;
        if (cachedAttribute.attribute !== geometryAttribute) return true;
        if (geometryAttribute && cachedAttribute.data !== geometryAttribute.data) return true;
        attributesNum++;
      }
    }
    if (currentState.attributesNum !== attributesNum) return true;
    if (currentState.index !== index) return true;
    return false;
  }
  function saveCache(object, geometry, program, index) {
    const cache = {};
    const attributes2 = geometry.attributes;
    let attributesNum = 0;
    const programAttributes = program.getAttributes();
    for (const name in programAttributes) {
      const programAttribute = programAttributes[name];
      if (programAttribute.location >= 0) {
        let attribute = attributes2[name];
        if (attribute === void 0) {
          if (name === "instanceMatrix" && object.instanceMatrix) attribute = object.instanceMatrix;
          if (name === "instanceColor" && object.instanceColor) attribute = object.instanceColor;
        }
        const data = {};
        data.attribute = attribute;
        if (attribute && attribute.data) {
          data.data = attribute.data;
        }
        cache[name] = data;
        attributesNum++;
      }
    }
    currentState.attributes = cache;
    currentState.attributesNum = attributesNum;
    currentState.index = index;
  }
  function initAttributes() {
    const newAttributes = currentState.newAttributes;
    for (let i = 0, il = newAttributes.length; i < il; i++) {
      newAttributes[i] = 0;
    }
  }
  function enableAttribute(attribute) {
    enableAttributeAndDivisor(attribute, 0);
  }
  function enableAttributeAndDivisor(attribute, meshPerAttribute) {
    const newAttributes = currentState.newAttributes;
    const enabledAttributes = currentState.enabledAttributes;
    const attributeDivisors = currentState.attributeDivisors;
    newAttributes[attribute] = 1;
    if (enabledAttributes[attribute] === 0) {
      gl.enableVertexAttribArray(attribute);
      enabledAttributes[attribute] = 1;
    }
    if (attributeDivisors[attribute] !== meshPerAttribute) {
      gl.vertexAttribDivisor(attribute, meshPerAttribute);
      attributeDivisors[attribute] = meshPerAttribute;
    }
  }
  function disableUnusedAttributes() {
    const newAttributes = currentState.newAttributes;
    const enabledAttributes = currentState.enabledAttributes;
    for (let i = 0, il = enabledAttributes.length; i < il; i++) {
      if (enabledAttributes[i] !== newAttributes[i]) {
        gl.disableVertexAttribArray(i);
        enabledAttributes[i] = 0;
      }
    }
  }
  function vertexAttribPointer(index, size, type, normalized, stride, offset, integer) {
    if (integer === true) {
      gl.vertexAttribIPointer(index, size, type, stride, offset);
    } else {
      gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
    }
  }
  function setupVertexAttributes(object, material, program, geometry) {
    initAttributes();
    const geometryAttributes = geometry.attributes;
    const programAttributes = program.getAttributes();
    const materialDefaultAttributeValues = material.defaultAttributeValues;
    for (const name in programAttributes) {
      const programAttribute = programAttributes[name];
      if (programAttribute.location >= 0) {
        let geometryAttribute = geometryAttributes[name];
        if (geometryAttribute === void 0) {
          if (name === "instanceMatrix" && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
          if (name === "instanceColor" && object.instanceColor) geometryAttribute = object.instanceColor;
        }
        if (geometryAttribute !== void 0) {
          const normalized = geometryAttribute.normalized;
          const size = geometryAttribute.itemSize;
          const attribute = attributes.get(geometryAttribute);
          if (attribute === void 0) continue;
          const buffer = attribute.buffer;
          const type = attribute.type;
          const bytesPerElement = attribute.bytesPerElement;
          const integer = type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType;
          if (geometryAttribute.isInterleavedBufferAttribute) {
            const data = geometryAttribute.data;
            const stride = data.stride;
            const offset = geometryAttribute.offset;
            if (data.isInstancedInterleavedBuffer) {
              for (let i = 0; i < programAttribute.locationSize; i++) {
                enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute);
              }
              if (object.isInstancedMesh !== true && geometry._maxInstanceCount === void 0) {
                geometry._maxInstanceCount = data.meshPerAttribute * data.count;
              }
            } else {
              for (let i = 0; i < programAttribute.locationSize; i++) {
                enableAttribute(programAttribute.location + i);
              }
            }
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            for (let i = 0; i < programAttribute.locationSize; i++) {
              vertexAttribPointer(
                programAttribute.location + i,
                size / programAttribute.locationSize,
                type,
                normalized,
                stride * bytesPerElement,
                (offset + size / programAttribute.locationSize * i) * bytesPerElement,
                integer
              );
            }
          } else {
            if (geometryAttribute.isInstancedBufferAttribute) {
              for (let i = 0; i < programAttribute.locationSize; i++) {
                enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute);
              }
              if (object.isInstancedMesh !== true && geometry._maxInstanceCount === void 0) {
                geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
              }
            } else {
              for (let i = 0; i < programAttribute.locationSize; i++) {
                enableAttribute(programAttribute.location + i);
              }
            }
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            for (let i = 0; i < programAttribute.locationSize; i++) {
              vertexAttribPointer(
                programAttribute.location + i,
                size / programAttribute.locationSize,
                type,
                normalized,
                size * bytesPerElement,
                size / programAttribute.locationSize * i * bytesPerElement,
                integer
              );
            }
          }
        } else if (materialDefaultAttributeValues !== void 0) {
          const value = materialDefaultAttributeValues[name];
          if (value !== void 0) {
            switch (value.length) {
              case 2:
                gl.vertexAttrib2fv(programAttribute.location, value);
                break;
              case 3:
                gl.vertexAttrib3fv(programAttribute.location, value);
                break;
              case 4:
                gl.vertexAttrib4fv(programAttribute.location, value);
                break;
              default:
                gl.vertexAttrib1fv(programAttribute.location, value);
            }
          }
        }
      }
    }
    disableUnusedAttributes();
  }
  function dispose() {
    reset();
    for (const geometryId in bindingStates) {
      const programMap = bindingStates[geometryId];
      for (const programId in programMap) {
        const stateMap = programMap[programId];
        for (const wireframe in stateMap) {
          deleteVertexArrayObject(stateMap[wireframe].object);
          delete stateMap[wireframe];
        }
        delete programMap[programId];
      }
      delete bindingStates[geometryId];
    }
  }
  function releaseStatesOfGeometry(geometry) {
    if (bindingStates[geometry.id] === void 0) return;
    const programMap = bindingStates[geometry.id];
    for (const programId in programMap) {
      const stateMap = programMap[programId];
      for (const wireframe in stateMap) {
        deleteVertexArrayObject(stateMap[wireframe].object);
        delete stateMap[wireframe];
      }
      delete programMap[programId];
    }
    delete bindingStates[geometry.id];
  }
  function releaseStatesOfProgram(program) {
    for (const geometryId in bindingStates) {
      const programMap = bindingStates[geometryId];
      if (programMap[program.id] === void 0) continue;
      const stateMap = programMap[program.id];
      for (const wireframe in stateMap) {
        deleteVertexArrayObject(stateMap[wireframe].object);
        delete stateMap[wireframe];
      }
      delete programMap[program.id];
    }
  }
  function reset() {
    resetDefaultState();
    forceUpdate = true;
    if (currentState === defaultState) return;
    currentState = defaultState;
    bindVertexArrayObject(currentState.object);
  }
  function resetDefaultState() {
    defaultState.geometry = null;
    defaultState.program = null;
    defaultState.wireframe = false;
  }
  return {
    setup,
    reset,
    resetDefaultState,
    dispose,
    releaseStatesOfGeometry,
    releaseStatesOfProgram,
    initAttributes,
    enableAttribute,
    disableUnusedAttributes
  };
}
function WebGLBufferRenderer(gl, extensions, info) {
  let mode;
  function setMode(value) {
    mode = value;
  }
  function render(start, count) {
    gl.drawArrays(mode, start, count);
    info.update(count, mode, 1);
  }
  function renderInstances(start, count, primcount) {
    if (primcount === 0) return;
    gl.drawArraysInstanced(mode, start, count, primcount);
    info.update(count, mode, primcount);
  }
  function renderMultiDraw(starts, counts, drawCount) {
    if (drawCount === 0) return;
    const extension = extensions.get("WEBGL_multi_draw");
    extension.multiDrawArraysWEBGL(mode, starts, 0, counts, 0, drawCount);
    let elementCount = 0;
    for (let i = 0; i < drawCount; i++) {
      elementCount += counts[i];
    }
    info.update(elementCount, mode, 1);
  }
  function renderMultiDrawInstances(starts, counts, drawCount, primcount) {
    if (drawCount === 0) return;
    const extension = extensions.get("WEBGL_multi_draw");
    if (extension === null) {
      for (let i = 0; i < starts.length; i++) {
        renderInstances(starts[i], counts[i], primcount[i]);
      }
    } else {
      extension.multiDrawArraysInstancedWEBGL(mode, starts, 0, counts, 0, primcount, 0, drawCount);
      let elementCount = 0;
      for (let i = 0; i < drawCount; i++) {
        elementCount += counts[i] * primcount[i];
      }
      info.update(elementCount, mode, 1);
    }
  }
  this.setMode = setMode;
  this.render = render;
  this.renderInstances = renderInstances;
  this.renderMultiDraw = renderMultiDraw;
  this.renderMultiDrawInstances = renderMultiDrawInstances;
}
function WebGLCapabilities(gl, extensions, parameters, utils) {
  let maxAnisotropy;
  function getMaxAnisotropy() {
    if (maxAnisotropy !== void 0) return maxAnisotropy;
    if (extensions.has("EXT_texture_filter_anisotropic") === true) {
      const extension = extensions.get("EXT_texture_filter_anisotropic");
      maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
    } else {
      maxAnisotropy = 0;
    }
    return maxAnisotropy;
  }
  function textureFormatReadable(textureFormat) {
    if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT)) {
      return false;
    }
    return true;
  }
  function textureTypeReadable(textureType) {
    const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has("EXT_color_buffer_half_float") || extensions.has("EXT_color_buffer_float"));
    if (textureType !== UnsignedByteType && utils.convert(textureType) !== gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)
    textureType !== FloatType && !halfFloatSupportedByExt) {
      return false;
    }
    return true;
  }
  function getMaxPrecision(precision2) {
    if (precision2 === "highp") {
      if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) {
        return "highp";
      }
      precision2 = "mediump";
    }
    if (precision2 === "mediump") {
      if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) {
        return "mediump";
      }
    }
    return "lowp";
  }
  let precision = parameters.precision !== void 0 ? parameters.precision : "highp";
  const maxPrecision = getMaxPrecision(precision);
  if (maxPrecision !== precision) {
    warn("WebGLRenderer:", precision, "not supported, using", maxPrecision, "instead.");
    precision = maxPrecision;
  }
  const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has("EXT_clip_control");
  const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
  const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
  const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
  const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
  const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS);
  const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  const maxSamples = gl.getParameter(gl.MAX_SAMPLES);
  const samples = gl.getParameter(gl.SAMPLES);
  return {
    isWebGL2: true,
    // keeping this for backwards compatibility
    getMaxAnisotropy,
    getMaxPrecision,
    textureFormatReadable,
    textureTypeReadable,
    precision,
    logarithmicDepthBuffer,
    reversedDepthBuffer,
    maxTextures,
    maxVertexTextures,
    maxTextureSize,
    maxCubemapSize,
    maxAttributes,
    maxVertexUniforms,
    maxVaryings,
    maxFragmentUniforms,
    maxSamples,
    samples
  };
}
function WebGLClipping(properties) {
  const scope = this;
  let globalState = null, numGlobalPlanes = 0, localClippingEnabled = false, renderingShadows = false;
  const plane = new Plane(), viewNormalMatrix = new Matrix3(), uniform = { value: null, needsUpdate: false };
  this.uniform = uniform;
  this.numPlanes = 0;
  this.numIntersection = 0;
  this.init = function(planes, enableLocalClipping) {
    const enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to
    // run another frame in order to reset the state:
    numGlobalPlanes !== 0 || localClippingEnabled;
    localClippingEnabled = enableLocalClipping;
    numGlobalPlanes = planes.length;
    return enabled;
  };
  this.beginShadows = function() {
    renderingShadows = true;
    projectPlanes(null);
  };
  this.endShadows = function() {
    renderingShadows = false;
  };
  this.setGlobalState = function(planes, camera) {
    globalState = projectPlanes(planes, camera, 0);
  };
  this.setState = function(material, camera, useCache) {
    const planes = material.clippingPlanes, clipIntersection = material.clipIntersection, clipShadows = material.clipShadows;
    const materialProperties = properties.get(material);
    if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {
      if (renderingShadows) {
        projectPlanes(null);
      } else {
        resetGlobalState();
      }
    } else {
      const nGlobal = renderingShadows ? 0 : numGlobalPlanes, lGlobal = nGlobal * 4;
      let dstArray = materialProperties.clippingState || null;
      uniform.value = dstArray;
      dstArray = projectPlanes(planes, camera, lGlobal, useCache);
      for (let i = 0; i !== lGlobal; ++i) {
        dstArray[i] = globalState[i];
      }
      materialProperties.clippingState = dstArray;
      this.numIntersection = clipIntersection ? this.numPlanes : 0;
      this.numPlanes += nGlobal;
    }
  };
  function resetGlobalState() {
    if (uniform.value !== globalState) {
      uniform.value = globalState;
      uniform.needsUpdate = numGlobalPlanes > 0;
    }
    scope.numPlanes = numGlobalPlanes;
    scope.numIntersection = 0;
  }
  function projectPlanes(planes, camera, dstOffset, skipTransform) {
    const nPlanes = planes !== null ? planes.length : 0;
    let dstArray = null;
    if (nPlanes !== 0) {
      dstArray = uniform.value;
      if (skipTransform !== true || dstArray === null) {
        const flatSize = dstOffset + nPlanes * 4, viewMatrix = camera.matrixWorldInverse;
        viewNormalMatrix.getNormalMatrix(viewMatrix);
        if (dstArray === null || dstArray.length < flatSize) {
          dstArray = new Float32Array(flatSize);
        }
        for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {
          plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);
          plane.normal.toArray(dstArray, i4);
          dstArray[i4 + 3] = plane.constant;
        }
      }
      uniform.value = dstArray;
      uniform.needsUpdate = true;
    }
    scope.numPlanes = nPlanes;
    scope.numIntersection = 0;
    return dstArray;
  }
}
function WebGLCubeMaps(renderer) {
  let cubemaps = /* @__PURE__ */ new WeakMap();
  function mapTextureMapping(texture, mapping) {
    if (mapping === EquirectangularReflectionMapping) {
      texture.mapping = CubeReflectionMapping;
    } else if (mapping === EquirectangularRefractionMapping) {
      texture.mapping = CubeRefractionMapping;
    }
    return texture;
  }
  function get(texture) {
    if (texture && texture.isTexture) {
      const mapping = texture.mapping;
      if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
        if (cubemaps.has(texture)) {
          const cubemap = cubemaps.get(texture).texture;
          return mapTextureMapping(cubemap, texture.mapping);
        } else {
          const image = texture.image;
          if (image && image.height > 0) {
            const renderTarget = new WebGLCubeRenderTarget(image.height);
            renderTarget.fromEquirectangularTexture(renderer, texture);
            cubemaps.set(texture, renderTarget);
            texture.addEventListener("dispose", onTextureDispose);
            return mapTextureMapping(renderTarget.texture, texture.mapping);
          } else {
            return null;
          }
        }
      }
    }
    return texture;
  }
  function onTextureDispose(event) {
    const texture = event.target;
    texture.removeEventListener("dispose", onTextureDispose);
    const cubemap = cubemaps.get(texture);
    if (cubemap !== void 0) {
      cubemaps.delete(texture);
      cubemap.dispose();
    }
  }
  function dispose() {
    cubemaps = /* @__PURE__ */ new WeakMap();
  }
  return {
    get,
    dispose
  };
}
var LOD_MIN = 4;
var EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
var MAX_SAMPLES = 20;
var GGX_SAMPLES = 256;
var _flatCamera = new OrthographicCamera();
var _clearColor = new Color();
var _oldTarget = null;
var _oldActiveCubeFace = 0;
var _oldActiveMipmapLevel = 0;
var _oldXrEnabled = false;
var _origin = new Vector3();
var PMREMGenerator = class {
  /**
   * Constructs a new PMREM generator.
   *
   * @param {WebGLRenderer} renderer - The renderer.
   */
  constructor(renderer) {
    this._renderer = renderer;
    this._pingPongRenderTarget = null;
    this._lodMax = 0;
    this._cubeSize = 0;
    this._sizeLods = [];
    this._sigmas = [];
    this._lodMeshes = [];
    this._backgroundBox = null;
    this._cubemapMaterial = null;
    this._equirectMaterial = null;
    this._blurMaterial = null;
    this._ggxMaterial = null;
  }
  /**
   * Generates a PMREM from a supplied Scene, which can be faster than using an
   * image if networking bandwidth is low. Optional sigma specifies a blur radius
   * in radians to be applied to the scene before PMREM generation. Optional near
   * and far planes ensure the scene is rendered in its entirety.
   *
   * @param {Scene} scene - The scene to be captured.
   * @param {number} [sigma=0] - The blur radius in radians.
   * @param {number} [near=0.1] - The near plane distance.
   * @param {number} [far=100] - The far plane distance.
   * @param {Object} [options={}] - The configuration options.
   * @param {number} [options.size=256] - The texture size of the PMREM.
   * @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene.
   * @return {WebGLRenderTarget} The resulting PMREM.
   */
  fromScene(scene, sigma = 0, near = 0.1, far = 100, options = {}) {
    const {
      size = 256,
      position = _origin
    } = options;
    _oldTarget = this._renderer.getRenderTarget();
    _oldActiveCubeFace = this._renderer.getActiveCubeFace();
    _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
    _oldXrEnabled = this._renderer.xr.enabled;
    this._renderer.xr.enabled = false;
    this._setSize(size);
    const cubeUVRenderTarget = this._allocateTargets();
    cubeUVRenderTarget.depthBuffer = true;
    this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget, position);
    if (sigma > 0) {
      this._blur(cubeUVRenderTarget, 0, 0, sigma);
    }
    this._applyPMREM(cubeUVRenderTarget);
    this._cleanup(cubeUVRenderTarget);
    return cubeUVRenderTarget;
  }
  /**
   * Generates a PMREM from an equirectangular texture, which can be either LDR
   * or HDR. The ideal input image size is 1k (1024 x 512),
   * as this matches best with the 256 x 256 cubemap output.
   *
   * @param {Texture} equirectangular - The equirectangular texture to be converted.
   * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
   * @return {WebGLRenderTarget} The resulting PMREM.
   */
  fromEquirectangular(equirectangular, renderTarget = null) {
    return this._fromTexture(equirectangular, renderTarget);
  }
  /**
   * Generates a PMREM from an cubemap texture, which can be either LDR
   * or HDR. The ideal input cube size is 256 x 256,
   * as this matches best with the 256 x 256 cubemap output.
   *
   * @param {Texture} cubemap - The cubemap texture to be converted.
   * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
   * @return {WebGLRenderTarget} The resulting PMREM.
   */
  fromCubemap(cubemap, renderTarget = null) {
    return this._fromTexture(cubemap, renderTarget);
  }
  /**
   * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
   * your texture's network fetch for increased concurrency.
   */
  compileCubemapShader() {
    if (this._cubemapMaterial === null) {
      this._cubemapMaterial = _getCubemapMaterial();
      this._compileMaterial(this._cubemapMaterial);
    }
  }
  /**
   * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
   * your texture's network fetch for increased concurrency.
   */
  compileEquirectangularShader() {
    if (this._equirectMaterial === null) {
      this._equirectMaterial = _getEquirectMaterial();
      this._compileMaterial(this._equirectMaterial);
    }
  }
  /**
   * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
   * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
   * one of them will cause any others to also become unusable.
   */
  dispose() {
    this._dispose();
    if (this._cubemapMaterial !== null) this._cubemapMaterial.dispose();
    if (this._equirectMaterial !== null) this._equirectMaterial.dispose();
    if (this._backgroundBox !== null) {
      this._backgroundBox.geometry.dispose();
      this._backgroundBox.material.dispose();
    }
  }
  // private interface
  _setSize(cubeSize) {
    this._lodMax = Math.floor(Math.log2(cubeSize));
    this._cubeSize = Math.pow(2, this._lodMax);
  }
  _dispose() {
    if (this._blurMaterial !== null) this._blurMaterial.dispose();
    if (this._ggxMaterial !== null) this._ggxMaterial.dispose();
    if (this._pingPongRenderTarget !== null) this._pingPongRenderTarget.dispose();
    for (let i = 0; i < this._lodMeshes.length; i++) {
      this._lodMeshes[i].geometry.dispose();
    }
  }
  _cleanup(outputTarget) {
    this._renderer.setRenderTarget(_oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel);
    this._renderer.xr.enabled = _oldXrEnabled;
    outputTarget.scissorTest = false;
    _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
  }
  _fromTexture(texture, renderTarget) {
    if (texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping) {
      this._setSize(texture.image.length === 0 ? 16 : texture.image[0].width || texture.image[0].image.width);
    } else {
      this._setSize(texture.image.width / 4);
    }
    _oldTarget = this._renderer.getRenderTarget();
    _oldActiveCubeFace = this._renderer.getActiveCubeFace();
    _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
    _oldXrEnabled = this._renderer.xr.enabled;
    this._renderer.xr.enabled = false;
    const cubeUVRenderTarget = renderTarget || this._allocateTargets();
    this._textureToCubeUV(texture, cubeUVRenderTarget);
    this._applyPMREM(cubeUVRenderTarget);
    this._cleanup(cubeUVRenderTarget);
    return cubeUVRenderTarget;
  }
  _allocateTargets() {
    const width = 3 * Math.max(this._cubeSize, 16 * 7);
    const height = 4 * this._cubeSize;
    const params = {
      magFilter: LinearFilter,
      minFilter: LinearFilter,
      generateMipmaps: false,
      type: HalfFloatType,
      format: RGBAFormat,
      colorSpace: LinearSRGBColorSpace,
      depthBuffer: false
    };
    const cubeUVRenderTarget = _createRenderTarget(width, height, params);
    if (this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height) {
      if (this._pingPongRenderTarget !== null) {
        this._dispose();
      }
      this._pingPongRenderTarget = _createRenderTarget(width, height, params);
      const { _lodMax } = this;
      ({ lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = _createPlanes(_lodMax));
      this._blurMaterial = _getBlurShader(_lodMax, width, height);
      this._ggxMaterial = _getGGXShader(_lodMax, width, height);
    }
    return cubeUVRenderTarget;
  }
  _compileMaterial(material) {
    const mesh = new Mesh(new BufferGeometry(), material);
    this._renderer.compile(mesh, _flatCamera);
  }
  _sceneToCubeUV(scene, near, far, cubeUVRenderTarget, position) {
    const fov2 = 90;
    const aspect2 = 1;
    const cubeCamera = new PerspectiveCamera(fov2, aspect2, near, far);
    const upSign = [1, -1, 1, 1, 1, 1];
    const forwardSign = [1, 1, 1, -1, -1, -1];
    const renderer = this._renderer;
    const originalAutoClear = renderer.autoClear;
    const toneMapping = renderer.toneMapping;
    renderer.getClearColor(_clearColor);
    renderer.toneMapping = NoToneMapping;
    renderer.autoClear = false;
    const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
    if (reversedDepthBuffer) {
      renderer.setRenderTarget(cubeUVRenderTarget);
      renderer.clearDepth();
      renderer.setRenderTarget(null);
    }
    if (this._backgroundBox === null) {
      this._backgroundBox = new Mesh(
        new BoxGeometry(),
        new MeshBasicMaterial({
          name: "PMREM.Background",
          side: BackSide,
          depthWrite: false,
          depthTest: false
        })
      );
    }
    const backgroundBox = this._backgroundBox;
    const backgroundMaterial = backgroundBox.material;
    let useSolidColor = false;
    const background = scene.background;
    if (background) {
      if (background.isColor) {
        backgroundMaterial.color.copy(background);
        scene.background = null;
        useSolidColor = true;
      }
    } else {
      backgroundMaterial.color.copy(_clearColor);
      useSolidColor = true;
    }
    for (let i = 0; i < 6; i++) {
      const col = i % 3;
      if (col === 0) {
        cubeCamera.up.set(0, upSign[i], 0);
        cubeCamera.position.set(position.x, position.y, position.z);
        cubeCamera.lookAt(position.x + forwardSign[i], position.y, position.z);
      } else if (col === 1) {
        cubeCamera.up.set(0, 0, upSign[i]);
        cubeCamera.position.set(position.x, position.y, position.z);
        cubeCamera.lookAt(position.x, position.y + forwardSign[i], position.z);
      } else {
        cubeCamera.up.set(0, upSign[i], 0);
        cubeCamera.position.set(position.x, position.y, position.z);
        cubeCamera.lookAt(position.x, position.y, position.z + forwardSign[i]);
      }
      const size = this._cubeSize;
      _setViewport(cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size);
      renderer.setRenderTarget(cubeUVRenderTarget);
      if (useSolidColor) {
        renderer.render(backgroundBox, cubeCamera);
      }
      renderer.render(scene, cubeCamera);
    }
    renderer.toneMapping = toneMapping;
    renderer.autoClear = originalAutoClear;
    scene.background = background;
  }
  _textureToCubeUV(texture, cubeUVRenderTarget) {
    const renderer = this._renderer;
    const isCubeTexture = texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping;
    if (isCubeTexture) {
      if (this._cubemapMaterial === null) {
        this._cubemapMaterial = _getCubemapMaterial();
      }
      this._cubemapMaterial.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1;
    } else {
      if (this._equirectMaterial === null) {
        this._equirectMaterial = _getEquirectMaterial();
      }
    }
    const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
    const mesh = this._lodMeshes[0];
    mesh.material = material;
    const uniforms = material.uniforms;
    uniforms["envMap"].value = texture;
    const size = this._cubeSize;
    _setViewport(cubeUVRenderTarget, 0, 0, 3 * size, 2 * size);
    renderer.setRenderTarget(cubeUVRenderTarget);
    renderer.render(mesh, _flatCamera);
  }
  _applyPMREM(cubeUVRenderTarget) {
    const renderer = this._renderer;
    const autoClear = renderer.autoClear;
    renderer.autoClear = false;
    const n = this._lodMeshes.length;
    for (let i = 1; i < n; i++) {
      this._applyGGXFilter(cubeUVRenderTarget, i - 1, i);
    }
    renderer.autoClear = autoClear;
  }
  /**
   * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map.
   * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the
   * GGX BRDF for physically-based rendering. Reads from the previous LOD level and
   * applies incremental roughness filtering to avoid over-blurring.
   *
   * @private
   * @param {WebGLRenderTarget} cubeUVRenderTarget
   * @param {number} lodIn - Source LOD level to read from
   * @param {number} lodOut - Target LOD level to write to
   */
  _applyGGXFilter(cubeUVRenderTarget, lodIn, lodOut) {
    const renderer = this._renderer;
    const pingPongRenderTarget = this._pingPongRenderTarget;
    const ggxMaterial = this._ggxMaterial;
    const ggxMesh = this._lodMeshes[lodOut];
    ggxMesh.material = ggxMaterial;
    const ggxUniforms = ggxMaterial.uniforms;
    const targetRoughness = lodOut / (this._lodMeshes.length - 1);
    const sourceRoughness = lodIn / (this._lodMeshes.length - 1);
    const incrementalRoughness = Math.sqrt(targetRoughness * targetRoughness - sourceRoughness * sourceRoughness);
    const blurStrength = 0 + targetRoughness * 1.25;
    const adjustedRoughness = incrementalRoughness * blurStrength;
    const { _lodMax } = this;
    const outputSize = this._sizeLods[lodOut];
    const x = 3 * outputSize * (lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0);
    const y = 4 * (this._cubeSize - outputSize);
    ggxUniforms["envMap"].value = cubeUVRenderTarget.texture;
    ggxUniforms["roughness"].value = adjustedRoughness;
    ggxUniforms["mipInt"].value = _lodMax - lodIn;
    _setViewport(pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize);
    renderer.setRenderTarget(pingPongRenderTarget);
    renderer.render(ggxMesh, _flatCamera);
    ggxUniforms["envMap"].value = pingPongRenderTarget.texture;
    ggxUniforms["roughness"].value = 0;
    ggxUniforms["mipInt"].value = _lodMax - lodOut;
    _setViewport(cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize);
    renderer.setRenderTarget(cubeUVRenderTarget);
    renderer.render(ggxMesh, _flatCamera);
  }
  /**
   * This is a two-pass Gaussian blur for a cubemap. Normally this is done
   * vertically and horizontally, but this breaks down on a cube. Here we apply
   * the blur latitudinally (around the poles), and then longitudinally (towards
   * the poles) to approximate the orthogonally-separable blur. It is least
   * accurate at the poles, but still does a decent job.
   *
   * Used for initial scene blur in fromScene() method when sigma > 0.
   *
   * @private
   * @param {WebGLRenderTarget} cubeUVRenderTarget
   * @param {number} lodIn
   * @param {number} lodOut
   * @param {number} sigma
   * @param {Vector3} [poleAxis]
   */
  _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
    const pingPongRenderTarget = this._pingPongRenderTarget;
    this._halfBlur(
      cubeUVRenderTarget,
      pingPongRenderTarget,
      lodIn,
      lodOut,
      sigma,
      "latitudinal",
      poleAxis
    );
    this._halfBlur(
      pingPongRenderTarget,
      cubeUVRenderTarget,
      lodOut,
      lodOut,
      sigma,
      "longitudinal",
      poleAxis
    );
  }
  _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
    const renderer = this._renderer;
    const blurMaterial = this._blurMaterial;
    if (direction !== "latitudinal" && direction !== "longitudinal") {
      error(
        "blur direction must be either latitudinal or longitudinal!"
      );
    }
    const STANDARD_DEVIATIONS = 3;
    const blurMesh = this._lodMeshes[lodOut];
    blurMesh.material = blurMaterial;
    const blurUniforms = blurMaterial.uniforms;
    const pixels = this._sizeLods[lodIn] - 1;
    const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
    const sigmaPixels = sigmaRadians / radiansPerPixel;
    const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
    if (samples > MAX_SAMPLES) {
      warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
    }
    const weights = [];
    let sum = 0;
    for (let i = 0; i < MAX_SAMPLES; ++i) {
      const x2 = i / sigmaPixels;
      const weight = Math.exp(-x2 * x2 / 2);
      weights.push(weight);
      if (i === 0) {
        sum += weight;
      } else if (i < samples) {
        sum += 2 * weight;
      }
    }
    for (let i = 0; i < weights.length; i++) {
      weights[i] = weights[i] / sum;
    }
    blurUniforms["envMap"].value = targetIn.texture;
    blurUniforms["samples"].value = samples;
    blurUniforms["weights"].value = weights;
    blurUniforms["latitudinal"].value = direction === "latitudinal";
    if (poleAxis) {
      blurUniforms["poleAxis"].value = poleAxis;
    }
    const { _lodMax } = this;
    blurUniforms["dTheta"].value = radiansPerPixel;
    blurUniforms["mipInt"].value = _lodMax - lodIn;
    const outputSize = this._sizeLods[lodOut];
    const x = 3 * outputSize * (lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0);
    const y = 4 * (this._cubeSize - outputSize);
    _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
    renderer.setRenderTarget(targetOut);
    renderer.render(blurMesh, _flatCamera);
  }
};
function _createPlanes(lodMax) {
  const sizeLods = [];
  const sigmas = [];
  const lodMeshes = [];
  let lod = lodMax;
  const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  for (let i = 0; i < totalLods; i++) {
    const sizeLod = Math.pow(2, lod);
    sizeLods.push(sizeLod);
    let sigma = 1 / sizeLod;
    if (i > lodMax - LOD_MIN) {
      sigma = EXTRA_LOD_SIGMA[i - lodMax + LOD_MIN - 1];
    } else if (i === 0) {
      sigma = 0;
    }
    sigmas.push(sigma);
    const texelSize = 1 / (sizeLod - 2);
    const min = -texelSize;
    const max = 1 + texelSize;
    const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
    const cubeFaces = 6;
    const vertices = 6;
    const positionSize = 3;
    const uvSize = 2;
    const faceIndexSize = 1;
    const position = new Float32Array(positionSize * vertices * cubeFaces);
    const uv = new Float32Array(uvSize * vertices * cubeFaces);
    const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
    for (let face = 0; face < cubeFaces; face++) {
      const x = face % 3 * 2 / 3 - 1;
      const y = face > 2 ? 0 : -1;
      const coordinates = [
        x,
        y,
        0,
        x + 2 / 3,
        y,
        0,
        x + 2 / 3,
        y + 1,
        0,
        x,
        y,
        0,
        x + 2 / 3,
        y + 1,
        0,
        x,
        y + 1,
        0
      ];
      position.set(coordinates, positionSize * vertices * face);
      uv.set(uv1, uvSize * vertices * face);
      const fill2 = [face, face, face, face, face, face];
      faceIndex.set(fill2, faceIndexSize * vertices * face);
    }
    const planes = new BufferGeometry();
    planes.setAttribute("position", new BufferAttribute(position, positionSize));
    planes.setAttribute("uv", new BufferAttribute(uv, uvSize));
    planes.setAttribute("faceIndex", new BufferAttribute(faceIndex, faceIndexSize));
    lodMeshes.push(new Mesh(planes, null));
    if (lod > LOD_MIN) {
      lod--;
    }
  }
  return { lodMeshes, sizeLods, sigmas };
}
function _createRenderTarget(width, height, params) {
  const cubeUVRenderTarget = new WebGLRenderTarget(width, height, params);
  cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  cubeUVRenderTarget.texture.name = "PMREM.cubeUv";
  cubeUVRenderTarget.scissorTest = true;
  return cubeUVRenderTarget;
}
function _setViewport(target, x, y, width, height) {
  target.viewport.set(x, y, width, height);
  target.scissor.set(x, y, width, height);
}
function _getGGXShader(lodMax, width, height) {
  const shaderMaterial = new ShaderMaterial({
    name: "PMREMGGXConvolution",
    defines: {
      "GGX_SAMPLES": GGX_SAMPLES,
      "CUBEUV_TEXEL_WIDTH": 1 / width,
      "CUBEUV_TEXEL_HEIGHT": 1 / height,
      "CUBEUV_MAX_MIP": `${lodMax}.0`
    },
    uniforms: {
      "envMap": { value: null },
      "roughness": { value: 0 },
      "mipInt": { value: 0 }
    },
    vertexShader: _getCommonVertexShader(),
    fragmentShader: (
      /* glsl */
      `

			precision highp float;
			precision highp int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform float roughness;
			uniform float mipInt;

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			#define PI 3.14159265359

			// Van der Corput radical inverse
			float radicalInverse_VdC(uint bits) {
				bits = (bits << 16u) | (bits >> 16u);
				bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
				bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
				bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
				bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
				return float(bits) * 2.3283064365386963e-10; // / 0x100000000
			}

			// Hammersley sequence
			vec2 hammersley(uint i, uint N) {
				return vec2(float(i) / float(N), radicalInverse_VdC(i));
			}

			// GGX VNDF importance sampling (Eric Heitz 2018)
			// "Sampling the GGX Distribution of Visible Normals"
			// https://jcgt.org/published/0007/04/01/
			vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {
				float alpha = roughness * roughness;

				// Section 3.2: Transform view direction to hemisphere configuration
				vec3 Vh = normalize(vec3(alpha * V.x, alpha * V.y, V.z));

				// Section 4.1: Orthonormal basis
				float lensq = Vh.x * Vh.x + Vh.y * Vh.y;
				vec3 T1 = lensq > 0.0 ? vec3(-Vh.y, Vh.x, 0.0) / sqrt(lensq) : vec3(1.0, 0.0, 0.0);
				vec3 T2 = cross(Vh, T1);

				// Section 4.2: Parameterization of projected area
				float r = sqrt(Xi.x);
				float phi = 2.0 * PI * Xi.y;
				float t1 = r * cos(phi);
				float t2 = r * sin(phi);
				float s = 0.5 * (1.0 + Vh.z);
				t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;

				// Section 4.3: Reprojection onto hemisphere
				vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * Vh;

				// Section 3.4: Transform back to ellipsoid configuration
				return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));
			}

			void main() {
				vec3 N = normalize(vOutputDirection);
				vec3 V = N; // Assume view direction equals normal for pre-filtering

				vec3 prefilteredColor = vec3(0.0);
				float totalWeight = 0.0;

				// For very low roughness, just sample the environment directly
				if (roughness < 0.001) {
					gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);
					return;
				}

				// Tangent space basis for VNDF sampling
				vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
				vec3 tangent = normalize(cross(up, N));
				vec3 bitangent = cross(N, tangent);

				for(uint i = 0u; i < uint(GGX_SAMPLES); i++) {
					vec2 Xi = hammersley(i, uint(GGX_SAMPLES));

					// For PMREM, V = N, so in tangent space V is always (0, 0, 1)
					vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);

					// Transform H back to world space
					vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
					vec3 L = normalize(2.0 * dot(V, H) * H - V);

					float NdotL = max(dot(N, L), 0.0);

					if(NdotL > 0.0) {
						// Sample environment at fixed mip level
						// VNDF importance sampling handles the distribution filtering
						vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);

						// Weight by NdotL for the split-sum approximation
						// VNDF PDF naturally accounts for the visible microfacet distribution
						prefilteredColor += sampleColor * NdotL;
						totalWeight += NdotL;
					}
				}

				if (totalWeight > 0.0) {
					prefilteredColor = prefilteredColor / totalWeight;
				}

				gl_FragColor = vec4(prefilteredColor, 1.0);
			}
		`
    ),
    blending: NoBlending,
    depthTest: false,
    depthWrite: false
  });
  return shaderMaterial;
}
function _getBlurShader(lodMax, width, height) {
  const weights = new Float32Array(MAX_SAMPLES);
  const poleAxis = new Vector3(0, 1, 0);
  const shaderMaterial = new ShaderMaterial({
    name: "SphericalGaussianBlur",
    defines: {
      "n": MAX_SAMPLES,
      "CUBEUV_TEXEL_WIDTH": 1 / width,
      "CUBEUV_TEXEL_HEIGHT": 1 / height,
      "CUBEUV_MAX_MIP": `${lodMax}.0`
    },
    uniforms: {
      "envMap": { value: null },
      "samples": { value: 1 },
      "weights": { value: weights },
      "latitudinal": { value: false },
      "dTheta": { value: 0 },
      "mipInt": { value: 0 },
      "poleAxis": { value: poleAxis }
    },
    vertexShader: _getCommonVertexShader(),
    fragmentShader: (
      /* glsl */
      `

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform int samples;
			uniform float weights[ n ];
			uniform bool latitudinal;
			uniform float dTheta;
			uniform float mipInt;
			uniform vec3 poleAxis;

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			vec3 getSample( float theta, vec3 axis ) {

				float cosTheta = cos( theta );
				// Rodrigues' axis-angle rotation
				vec3 sampleDirection = vOutputDirection * cosTheta
					+ cross( axis, vOutputDirection ) * sin( theta )
					+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );

				return bilinearCubeUV( envMap, sampleDirection, mipInt );

			}

			void main() {

				vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );

				if ( all( equal( axis, vec3( 0.0 ) ) ) ) {

					axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );

				}

				axis = normalize( axis );

				gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
				gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );

				for ( int i = 1; i < n; i++ ) {

					if ( i >= samples ) {

						break;

					}

					float theta = dTheta * float( i );
					gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
					gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );

				}

			}
		`
    ),
    blending: NoBlending,
    depthTest: false,
    depthWrite: false
  });
  return shaderMaterial;
}
function _getEquirectMaterial() {
  return new ShaderMaterial({
    name: "EquirectangularToCubeUV",
    uniforms: {
      "envMap": { value: null }
    },
    vertexShader: _getCommonVertexShader(),
    fragmentShader: (
      /* glsl */
      `

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;

			#include <common>

			void main() {

				vec3 outputDirection = normalize( vOutputDirection );
				vec2 uv = equirectUv( outputDirection );

				gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );

			}
		`
    ),
    blending: NoBlending,
    depthTest: false,
    depthWrite: false
  });
}
function _getCubemapMaterial() {
  return new ShaderMaterial({
    name: "CubemapToCubeUV",
    uniforms: {
      "envMap": { value: null },
      "flipEnvMap": { value: -1 }
    },
    vertexShader: _getCommonVertexShader(),
    fragmentShader: (
      /* glsl */
      `

			precision mediump float;
			precision mediump int;

			uniform float flipEnvMap;

			varying vec3 vOutputDirection;

			uniform samplerCube envMap;

			void main() {

				gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );

			}
		`
    ),
    blending: NoBlending,
    depthTest: false,
    depthWrite: false
  });
}
function _getCommonVertexShader() {
  return (
    /* glsl */
    `

		precision mediump float;
		precision mediump int;

		attribute float faceIndex;

		varying vec3 vOutputDirection;

		// RH coordinate system; PMREM face-indexing convention
		vec3 getDirection( vec2 uv, float face ) {

			uv = 2.0 * uv - 1.0;

			vec3 direction = vec3( uv, 1.0 );

			if ( face == 0.0 ) {

				direction = direction.zyx; // ( 1, v, u ) pos x

			} else if ( face == 1.0 ) {

				direction = direction.xzy;
				direction.xz *= -1.0; // ( -u, 1, -v ) pos y

			} else if ( face == 2.0 ) {

				direction.x *= -1.0; // ( -u, v, 1 ) pos z

			} else if ( face == 3.0 ) {

				direction = direction.zyx;
				direction.xz *= -1.0; // ( -1, v, -u ) neg x

			} else if ( face == 4.0 ) {

				direction = direction.xzy;
				direction.xy *= -1.0; // ( -u, -1, v ) neg y

			} else if ( face == 5.0 ) {

				direction.z *= -1.0; // ( u, v, -1 ) neg z

			}

			return direction;

		}

		void main() {

			vOutputDirection = getDirection( uv, faceIndex );
			gl_Position = vec4( position, 1.0 );

		}
	`
  );
}
function WebGLCubeUVMaps(renderer) {
  let cubeUVmaps = /* @__PURE__ */ new WeakMap();
  let pmremGenerator = null;
  function get(texture) {
    if (texture && texture.isTexture) {
      const mapping = texture.mapping;
      const isEquirectMap = mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping;
      const isCubeMap = mapping === CubeReflectionMapping || mapping === CubeRefractionMapping;
      if (isEquirectMap || isCubeMap) {
        let renderTarget = cubeUVmaps.get(texture);
        const currentPMREMVersion = renderTarget !== void 0 ? renderTarget.texture.pmremVersion : 0;
        if (texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion) {
          if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
          renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture, renderTarget) : pmremGenerator.fromCubemap(texture, renderTarget);
          renderTarget.texture.pmremVersion = texture.pmremVersion;
          cubeUVmaps.set(texture, renderTarget);
          return renderTarget.texture;
        } else {
          if (renderTarget !== void 0) {
            return renderTarget.texture;
          } else {
            const image = texture.image;
            if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) {
              if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
              renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture);
              renderTarget.texture.pmremVersion = texture.pmremVersion;
              cubeUVmaps.set(texture, renderTarget);
              texture.addEventListener("dispose", onTextureDispose);
              return renderTarget.texture;
            } else {
              return null;
            }
          }
        }
      }
    }
    return texture;
  }
  function isCubeTextureComplete(image) {
    let count = 0;
    const length = 6;
    for (let i = 0; i < length; i++) {
      if (image[i] !== void 0) count++;
    }
    return count === length;
  }
  function onTextureDispose(event) {
    const texture = event.target;
    texture.removeEventListener("dispose", onTextureDispose);
    const cubemapUV = cubeUVmaps.get(texture);
    if (cubemapUV !== void 0) {
      cubeUVmaps.delete(texture);
      cubemapUV.dispose();
    }
  }
  function dispose() {
    cubeUVmaps = /* @__PURE__ */ new WeakMap();
    if (pmremGenerator !== null) {
      pmremGenerator.dispose();
      pmremGenerator = null;
    }
  }
  return {
    get,
    dispose
  };
}
function WebGLExtensions(gl) {
  const extensions = {};
  function getExtension(name) {
    if (extensions[name] !== void 0) {
      return extensions[name];
    }
    const extension = gl.getExtension(name);
    extensions[name] = extension;
    return extension;
  }
  return {
    has: function(name) {
      return getExtension(name) !== null;
    },
    init: function() {
      getExtension("EXT_color_buffer_float");
      getExtension("WEBGL_clip_cull_distance");
      getExtension("OES_texture_float_linear");
      getExtension("EXT_color_buffer_half_float");
      getExtension("WEBGL_multisampled_render_to_texture");
      getExtension("WEBGL_render_shared_exponent");
    },
    get: function(name) {
      const extension = getExtension(name);
      if (extension === null) {
        warnOnce("WebGLRenderer: " + name + " extension not supported.");
      }
      return extension;
    }
  };
}
function WebGLGeometries(gl, attributes, info, bindingStates) {
  const geometries = {};
  const wireframeAttributes = /* @__PURE__ */ new WeakMap();
  function onGeometryDispose(event) {
    const geometry = event.target;
    if (geometry.index !== null) {
      attributes.remove(geometry.index);
    }
    for (const name in geometry.attributes) {
      attributes.remove(geometry.attributes[name]);
    }
    geometry.removeEventListener("dispose", onGeometryDispose);
    delete geometries[geometry.id];
    const attribute = wireframeAttributes.get(geometry);
    if (attribute) {
      attributes.remove(attribute);
      wireframeAttributes.delete(geometry);
    }
    bindingStates.releaseStatesOfGeometry(geometry);
    if (geometry.isInstancedBufferGeometry === true) {
      delete geometry._maxInstanceCount;
    }
    info.memory.geometries--;
  }
  function get(object, geometry) {
    if (geometries[geometry.id] === true) return geometry;
    geometry.addEventListener("dispose", onGeometryDispose);
    geometries[geometry.id] = true;
    info.memory.geometries++;
    return geometry;
  }
  function update(geometry) {
    const geometryAttributes = geometry.attributes;
    for (const name in geometryAttributes) {
      attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER);
    }
  }
  function updateWireframeAttribute(geometry) {
    const indices = [];
    const geometryIndex = geometry.index;
    const geometryPosition = geometry.attributes.position;
    let version = 0;
    if (geometryIndex !== null) {
      const array = geometryIndex.array;
      version = geometryIndex.version;
      for (let i = 0, l = array.length; i < l; i += 3) {
        const a = array[i + 0];
        const b = array[i + 1];
        const c = array[i + 2];
        indices.push(a, b, b, c, c, a);
      }
    } else if (geometryPosition !== void 0) {
      const array = geometryPosition.array;
      version = geometryPosition.version;
      for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {
        const a = i + 0;
        const b = i + 1;
        const c = i + 2;
        indices.push(a, b, b, c, c, a);
      }
    } else {
      return;
    }
    const attribute = new (arrayNeedsUint32(indices) ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
    attribute.version = version;
    const previousAttribute = wireframeAttributes.get(geometry);
    if (previousAttribute) attributes.remove(previousAttribute);
    wireframeAttributes.set(geometry, attribute);
  }
  function getWireframeAttribute(geometry) {
    const currentAttribute = wireframeAttributes.get(geometry);
    if (currentAttribute) {
      const geometryIndex = geometry.index;
      if (geometryIndex !== null) {
        if (currentAttribute.version < geometryIndex.version) {
          updateWireframeAttribute(geometry);
        }
      }
    } else {
      updateWireframeAttribute(geometry);
    }
    return wireframeAttributes.get(geometry);
  }
  return {
    get,
    update,
    getWireframeAttribute
  };
}
function WebGLIndexedBufferRenderer(gl, extensions, info) {
  let mode;
  function setMode(value) {
    mode = value;
  }
  let type, bytesPerElement;
  function setIndex(value) {
    type = value.type;
    bytesPerElement = value.bytesPerElement;
  }
  function render(start, count) {
    gl.drawElements(mode, count, type, start * bytesPerElement);
    info.update(count, mode, 1);
  }
  function renderInstances(start, count, primcount) {
    if (primcount === 0) return;
    gl.drawElementsInstanced(mode, count, type, start * bytesPerElement, primcount);
    info.update(count, mode, primcount);
  }
  function renderMultiDraw(starts, counts, drawCount) {
    if (drawCount === 0) return;
    const extension = extensions.get("WEBGL_multi_draw");
    extension.multiDrawElementsWEBGL(mode, counts, 0, type, starts, 0, drawCount);
    let elementCount = 0;
    for (let i = 0; i < drawCount; i++) {
      elementCount += counts[i];
    }
    info.update(elementCount, mode, 1);
  }
  function renderMultiDrawInstances(starts, counts, drawCount, primcount) {
    if (drawCount === 0) return;
    const extension = extensions.get("WEBGL_multi_draw");
    if (extension === null) {
      for (let i = 0; i < starts.length; i++) {
        renderInstances(starts[i] / bytesPerElement, counts[i], primcount[i]);
      }
    } else {
      extension.multiDrawElementsInstancedWEBGL(mode, counts, 0, type, starts, 0, primcount, 0, drawCount);
      let elementCount = 0;
      for (let i = 0; i < drawCount; i++) {
        elementCount += counts[i] * primcount[i];
      }
      info.update(elementCount, mode, 1);
    }
  }
  this.setMode = setMode;
  this.setIndex = setIndex;
  this.render = render;
  this.renderInstances = renderInstances;
  this.renderMultiDraw = renderMultiDraw;
  this.renderMultiDrawInstances = renderMultiDrawInstances;
}
function WebGLInfo(gl) {
  const memory = {
    geometries: 0,
    textures: 0
  };
  const render = {
    frame: 0,
    calls: 0,
    triangles: 0,
    points: 0,
    lines: 0
  };
  function update(count, mode, instanceCount) {
    render.calls++;
    switch (mode) {
      case gl.TRIANGLES:
        render.triangles += instanceCount * (count / 3);
        break;
      case gl.LINES:
        render.lines += instanceCount * (count / 2);
        break;
      case gl.LINE_STRIP:
        render.lines += instanceCount * (count - 1);
        break;
      case gl.LINE_LOOP:
        render.lines += instanceCount * count;
        break;
      case gl.POINTS:
        render.points += instanceCount * count;
        break;
      default:
        error("WebGLInfo: Unknown draw mode:", mode);
        break;
    }
  }
  function reset() {
    render.calls = 0;
    render.triangles = 0;
    render.points = 0;
    render.lines = 0;
  }
  return {
    memory,
    render,
    programs: null,
    autoReset: true,
    reset,
    update
  };
}
function WebGLMorphtargets(gl, capabilities, textures) {
  const morphTextures = /* @__PURE__ */ new WeakMap();
  const morph = new Vector4();
  function update(object, geometry, program) {
    const objectInfluences = object.morphTargetInfluences;
    const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
    const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;
    let entry = morphTextures.get(geometry);
    if (entry === void 0 || entry.count !== morphTargetsCount) {
      let disposeTexture = function() {
        texture.dispose();
        morphTextures.delete(geometry);
        geometry.removeEventListener("dispose", disposeTexture);
      };
      if (entry !== void 0) entry.texture.dispose();
      const hasMorphPosition = geometry.morphAttributes.position !== void 0;
      const hasMorphNormals = geometry.morphAttributes.normal !== void 0;
      const hasMorphColors = geometry.morphAttributes.color !== void 0;
      const morphTargets = geometry.morphAttributes.position || [];
      const morphNormals = geometry.morphAttributes.normal || [];
      const morphColors = geometry.morphAttributes.color || [];
      let vertexDataCount = 0;
      if (hasMorphPosition === true) vertexDataCount = 1;
      if (hasMorphNormals === true) vertexDataCount = 2;
      if (hasMorphColors === true) vertexDataCount = 3;
      let width = geometry.attributes.position.count * vertexDataCount;
      let height = 1;
      if (width > capabilities.maxTextureSize) {
        height = Math.ceil(width / capabilities.maxTextureSize);
        width = capabilities.maxTextureSize;
      }
      const buffer = new Float32Array(width * height * 4 * morphTargetsCount);
      const texture = new DataArrayTexture(buffer, width, height, morphTargetsCount);
      texture.type = FloatType;
      texture.needsUpdate = true;
      const vertexDataStride = vertexDataCount * 4;
      for (let i = 0; i < morphTargetsCount; i++) {
        const morphTarget = morphTargets[i];
        const morphNormal = morphNormals[i];
        const morphColor = morphColors[i];
        const offset = width * height * 4 * i;
        for (let j = 0; j < morphTarget.count; j++) {
          const stride = j * vertexDataStride;
          if (hasMorphPosition === true) {
            morph.fromBufferAttribute(morphTarget, j);
            buffer[offset + stride + 0] = morph.x;
            buffer[offset + stride + 1] = morph.y;
            buffer[offset + stride + 2] = morph.z;
            buffer[offset + stride + 3] = 0;
          }
          if (hasMorphNormals === true) {
            morph.fromBufferAttribute(morphNormal, j);
            buffer[offset + stride + 4] = morph.x;
            buffer[offset + stride + 5] = morph.y;
            buffer[offset + stride + 6] = morph.z;
            buffer[offset + stride + 7] = 0;
          }
          if (hasMorphColors === true) {
            morph.fromBufferAttribute(morphColor, j);
            buffer[offset + stride + 8] = morph.x;
            buffer[offset + stride + 9] = morph.y;
            buffer[offset + stride + 10] = morph.z;
            buffer[offset + stride + 11] = morphColor.itemSize === 4 ? morph.w : 1;
          }
        }
      }
      entry = {
        count: morphTargetsCount,
        texture,
        size: new Vector2(width, height)
      };
      morphTextures.set(geometry, entry);
      geometry.addEventListener("dispose", disposeTexture);
    }
    if (object.isInstancedMesh === true && object.morphTexture !== null) {
      program.getUniforms().setValue(gl, "morphTexture", object.morphTexture, textures);
    } else {
      let morphInfluencesSum = 0;
      for (let i = 0; i < objectInfluences.length; i++) {
        morphInfluencesSum += objectInfluences[i];
      }
      const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
      program.getUniforms().setValue(gl, "morphTargetBaseInfluence", morphBaseInfluence);
      program.getUniforms().setValue(gl, "morphTargetInfluences", objectInfluences);
    }
    program.getUniforms().setValue(gl, "morphTargetsTexture", entry.texture, textures);
    program.getUniforms().setValue(gl, "morphTargetsTextureSize", entry.size);
  }
  return {
    update
  };
}
function WebGLObjects(gl, geometries, attributes, info) {
  let updateMap = /* @__PURE__ */ new WeakMap();
  function update(object) {
    const frame = info.render.frame;
    const geometry = object.geometry;
    const buffergeometry = geometries.get(object, geometry);
    if (updateMap.get(buffergeometry) !== frame) {
      geometries.update(buffergeometry);
      updateMap.set(buffergeometry, frame);
    }
    if (object.isInstancedMesh) {
      if (object.hasEventListener("dispose", onInstancedMeshDispose) === false) {
        object.addEventListener("dispose", onInstancedMeshDispose);
      }
      if (updateMap.get(object) !== frame) {
        attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER);
        if (object.instanceColor !== null) {
          attributes.update(object.instanceColor, gl.ARRAY_BUFFER);
        }
        updateMap.set(object, frame);
      }
    }
    if (object.isSkinnedMesh) {
      const skeleton = object.skeleton;
      if (updateMap.get(skeleton) !== frame) {
        skeleton.update();
        updateMap.set(skeleton, frame);
      }
    }
    return buffergeometry;
  }
  function dispose() {
    updateMap = /* @__PURE__ */ new WeakMap();
  }
  function onInstancedMeshDispose(event) {
    const instancedMesh = event.target;
    instancedMesh.removeEventListener("dispose", onInstancedMeshDispose);
    attributes.remove(instancedMesh.instanceMatrix);
    if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
  }
  return {
    update,
    dispose
  };
}
var toneMappingMap = {
  [LinearToneMapping]: "LINEAR_TONE_MAPPING",
  [ReinhardToneMapping]: "REINHARD_TONE_MAPPING",
  [CineonToneMapping]: "CINEON_TONE_MAPPING",
  [ACESFilmicToneMapping]: "ACES_FILMIC_TONE_MAPPING",
  [AgXToneMapping]: "AGX_TONE_MAPPING",
  [NeutralToneMapping]: "NEUTRAL_TONE_MAPPING",
  [CustomToneMapping]: "CUSTOM_TONE_MAPPING"
};
function WebGLOutput(type, width, height, depth, stencil) {
  const targetA = new WebGLRenderTarget(width, height, {
    type,
    depthBuffer: depth,
    stencilBuffer: stencil
  });
  const targetB = new WebGLRenderTarget(width, height, {
    type: HalfFloatType,
    depthBuffer: false,
    stencilBuffer: false
  });
  const geometry = new BufferGeometry();
  geometry.setAttribute("position", new Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3));
  geometry.setAttribute("uv", new Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
  const material = new RawShaderMaterial({
    uniforms: {
      tDiffuse: { value: null }
    },
    vertexShader: (
      /* glsl */
      `
			precision highp float;

			uniform mat4 modelViewMatrix;
			uniform mat4 projectionMatrix;

			attribute vec3 position;
			attribute vec2 uv;

			varying vec2 vUv;

			void main() {
				vUv = uv;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
			}`
    ),
    fragmentShader: (
      /* glsl */
      `
			precision highp float;

			uniform sampler2D tDiffuse;

			varying vec2 vUv;

			#include <tonemapping_pars_fragment>
			#include <colorspace_pars_fragment>

			void main() {
				gl_FragColor = texture2D( tDiffuse, vUv );

				#ifdef LINEAR_TONE_MAPPING
					gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
				#elif defined( REINHARD_TONE_MAPPING )
					gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
				#elif defined( CINEON_TONE_MAPPING )
					gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
				#elif defined( ACES_FILMIC_TONE_MAPPING )
					gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
				#elif defined( AGX_TONE_MAPPING )
					gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
				#elif defined( NEUTRAL_TONE_MAPPING )
					gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
				#elif defined( CUSTOM_TONE_MAPPING )
					gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );
				#endif

				#ifdef SRGB_TRANSFER
					gl_FragColor = sRGBTransferOETF( gl_FragColor );
				#endif
			}`
    ),
    depthTest: false,
    depthWrite: false
  });
  const mesh = new Mesh(geometry, material);
  const camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
  let _outputColorSpace = null;
  let _outputToneMapping = null;
  let _isCompositing = false;
  let _savedToneMapping;
  let _savedRenderTarget = null;
  let _effects = [];
  let _hasRenderPass = false;
  this.setSize = function(width2, height2) {
    targetA.setSize(width2, height2);
    targetB.setSize(width2, height2);
    for (let i = 0; i < _effects.length; i++) {
      const effect = _effects[i];
      if (effect.setSize) effect.setSize(width2, height2);
    }
  };
  this.setEffects = function(effects) {
    _effects = effects;
    _hasRenderPass = _effects.length > 0 && _effects[0].isRenderPass === true;
    const width2 = targetA.width;
    const height2 = targetA.height;
    for (let i = 0; i < _effects.length; i++) {
      const effect = _effects[i];
      if (effect.setSize) effect.setSize(width2, height2);
    }
  };
  this.begin = function(renderer, renderTarget) {
    if (_isCompositing) return false;
    if (renderer.toneMapping === NoToneMapping && _effects.length === 0) return false;
    _savedRenderTarget = renderTarget;
    if (renderTarget !== null) {
      const width2 = renderTarget.width;
      const height2 = renderTarget.height;
      if (targetA.width !== width2 || targetA.height !== height2) {
        this.setSize(width2, height2);
      }
    }
    if (_hasRenderPass === false) {
      renderer.setRenderTarget(targetA);
    }
    _savedToneMapping = renderer.toneMapping;
    renderer.toneMapping = NoToneMapping;
    return true;
  };
  this.hasRenderPass = function() {
    return _hasRenderPass;
  };
  this.end = function(renderer, deltaTime) {
    renderer.toneMapping = _savedToneMapping;
    _isCompositing = true;
    let readBuffer = targetA;
    let writeBuffer = targetB;
    for (let i = 0; i < _effects.length; i++) {
      const effect = _effects[i];
      if (effect.enabled === false) continue;
      effect.render(renderer, writeBuffer, readBuffer, deltaTime);
      if (effect.needsSwap !== false) {
        const temp = readBuffer;
        readBuffer = writeBuffer;
        writeBuffer = temp;
      }
    }
    if (_outputColorSpace !== renderer.outputColorSpace || _outputToneMapping !== renderer.toneMapping) {
      _outputColorSpace = renderer.outputColorSpace;
      _outputToneMapping = renderer.toneMapping;
      material.defines = {};
      if (ColorManagement.getTransfer(_outputColorSpace) === SRGBTransfer) material.defines.SRGB_TRANSFER = "";
      const toneMapping = toneMappingMap[_outputToneMapping];
      if (toneMapping) material.defines[toneMapping] = "";
      material.needsUpdate = true;
    }
    material.uniforms.tDiffuse.value = readBuffer.texture;
    renderer.setRenderTarget(_savedRenderTarget);
    renderer.render(mesh, camera);
    _savedRenderTarget = null;
    _isCompositing = false;
  };
  this.isCompositing = function() {
    return _isCompositing;
  };
  this.dispose = function() {
    targetA.dispose();
    targetB.dispose();
    geometry.dispose();
    material.dispose();
  };
}
var emptyTexture = new Texture();
var emptyShadowTexture = new DepthTexture(1, 1);
var emptyArrayTexture = new DataArrayTexture();
var empty3dTexture = new Data3DTexture();
var emptyCubeTexture = new CubeTexture();
var arrayCacheF32 = [];
var arrayCacheI32 = [];
var mat4array = new Float32Array(16);
var mat3array = new Float32Array(9);
var mat2array = new Float32Array(4);
function flatten(array, nBlocks, blockSize) {
  const firstElem = array[0];
  if (firstElem <= 0 || firstElem > 0) return array;
  const n = nBlocks * blockSize;
  let r = arrayCacheF32[n];
  if (r === void 0) {
    r = new Float32Array(n);
    arrayCacheF32[n] = r;
  }
  if (nBlocks !== 0) {
    firstElem.toArray(r, 0);
    for (let i = 1, offset = 0; i !== nBlocks; ++i) {
      offset += blockSize;
      array[i].toArray(r, offset);
    }
  }
  return r;
}
function arraysEqual(a, b) {
  if (a.length !== b.length) return false;
  for (let i = 0, l = a.length; i < l; i++) {
    if (a[i] !== b[i]) return false;
  }
  return true;
}
function copyArray(a, b) {
  for (let i = 0, l = b.length; i < l; i++) {
    a[i] = b[i];
  }
}
function allocTexUnits(textures, n) {
  let r = arrayCacheI32[n];
  if (r === void 0) {
    r = new Int32Array(n);
    arrayCacheI32[n] = r;
  }
  for (let i = 0; i !== n; ++i) {
    r[i] = textures.allocateTextureUnit();
  }
  return r;
}
function setValueV1f(gl, v) {
  const cache = this.cache;
  if (cache[0] === v) return;
  gl.uniform1f(this.addr, v);
  cache[0] = v;
}
function setValueV2f(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y) {
      gl.uniform2f(this.addr, v.x, v.y);
      cache[0] = v.x;
      cache[1] = v.y;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform2fv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueV3f(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
      gl.uniform3f(this.addr, v.x, v.y, v.z);
      cache[0] = v.x;
      cache[1] = v.y;
      cache[2] = v.z;
    }
  } else if (v.r !== void 0) {
    if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
      gl.uniform3f(this.addr, v.r, v.g, v.b);
      cache[0] = v.r;
      cache[1] = v.g;
      cache[2] = v.b;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform3fv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueV4f(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
      gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
      cache[0] = v.x;
      cache[1] = v.y;
      cache[2] = v.z;
      cache[3] = v.w;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform4fv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueM2(gl, v) {
  const cache = this.cache;
  const elements = v.elements;
  if (elements === void 0) {
    if (arraysEqual(cache, v)) return;
    gl.uniformMatrix2fv(this.addr, false, v);
    copyArray(cache, v);
  } else {
    if (arraysEqual(cache, elements)) return;
    mat2array.set(elements);
    gl.uniformMatrix2fv(this.addr, false, mat2array);
    copyArray(cache, elements);
  }
}
function setValueM3(gl, v) {
  const cache = this.cache;
  const elements = v.elements;
  if (elements === void 0) {
    if (arraysEqual(cache, v)) return;
    gl.uniformMatrix3fv(this.addr, false, v);
    copyArray(cache, v);
  } else {
    if (arraysEqual(cache, elements)) return;
    mat3array.set(elements);
    gl.uniformMatrix3fv(this.addr, false, mat3array);
    copyArray(cache, elements);
  }
}
function setValueM4(gl, v) {
  const cache = this.cache;
  const elements = v.elements;
  if (elements === void 0) {
    if (arraysEqual(cache, v)) return;
    gl.uniformMatrix4fv(this.addr, false, v);
    copyArray(cache, v);
  } else {
    if (arraysEqual(cache, elements)) return;
    mat4array.set(elements);
    gl.uniformMatrix4fv(this.addr, false, mat4array);
    copyArray(cache, elements);
  }
}
function setValueV1i(gl, v) {
  const cache = this.cache;
  if (cache[0] === v) return;
  gl.uniform1i(this.addr, v);
  cache[0] = v;
}
function setValueV2i(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y) {
      gl.uniform2i(this.addr, v.x, v.y);
      cache[0] = v.x;
      cache[1] = v.y;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform2iv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueV3i(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
      gl.uniform3i(this.addr, v.x, v.y, v.z);
      cache[0] = v.x;
      cache[1] = v.y;
      cache[2] = v.z;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform3iv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueV4i(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
      gl.uniform4i(this.addr, v.x, v.y, v.z, v.w);
      cache[0] = v.x;
      cache[1] = v.y;
      cache[2] = v.z;
      cache[3] = v.w;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform4iv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueV1ui(gl, v) {
  const cache = this.cache;
  if (cache[0] === v) return;
  gl.uniform1ui(this.addr, v);
  cache[0] = v;
}
function setValueV2ui(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y) {
      gl.uniform2ui(this.addr, v.x, v.y);
      cache[0] = v.x;
      cache[1] = v.y;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform2uiv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueV3ui(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
      gl.uniform3ui(this.addr, v.x, v.y, v.z);
      cache[0] = v.x;
      cache[1] = v.y;
      cache[2] = v.z;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform3uiv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueV4ui(gl, v) {
  const cache = this.cache;
  if (v.x !== void 0) {
    if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
      gl.uniform4ui(this.addr, v.x, v.y, v.z, v.w);
      cache[0] = v.x;
      cache[1] = v.y;
      cache[2] = v.z;
      cache[3] = v.w;
    }
  } else {
    if (arraysEqual(cache, v)) return;
    gl.uniform4uiv(this.addr, v);
    copyArray(cache, v);
  }
}
function setValueT1(gl, v, textures) {
  const cache = this.cache;
  const unit = textures.allocateTextureUnit();
  if (cache[0] !== unit) {
    gl.uniform1i(this.addr, unit);
    cache[0] = unit;
  }
  let emptyTexture2D;
  if (this.type === gl.SAMPLER_2D_SHADOW) {
    emptyShadowTexture.compareFunction = textures.isReversedDepthBuffer() ? GreaterEqualCompare : LessEqualCompare;
    emptyTexture2D = emptyShadowTexture;
  } else {
    emptyTexture2D = emptyTexture;
  }
  textures.setTexture2D(v || emptyTexture2D, unit);
}
function setValueT3D1(gl, v, textures) {
  const cache = this.cache;
  const unit = textures.allocateTextureUnit();
  if (cache[0] !== unit) {
    gl.uniform1i(this.addr, unit);
    cache[0] = unit;
  }
  textures.setTexture3D(v || empty3dTexture, unit);
}
function setValueT6(gl, v, textures) {
  const cache = this.cache;
  const unit = textures.allocateTextureUnit();
  if (cache[0] !== unit) {
    gl.uniform1i(this.addr, unit);
    cache[0] = unit;
  }
  textures.setTextureCube(v || emptyCubeTexture, unit);
}
function setValueT2DArray1(gl, v, textures) {
  const cache = this.cache;
  const unit = textures.allocateTextureUnit();
  if (cache[0] !== unit) {
    gl.uniform1i(this.addr, unit);
    cache[0] = unit;
  }
  textures.setTexture2DArray(v || emptyArrayTexture, unit);
}
function getSingularSetter(type) {
  switch (type) {
    case 5126:
      return setValueV1f;
    // FLOAT
    case 35664:
      return setValueV2f;
    // _VEC2
    case 35665:
      return setValueV3f;
    // _VEC3
    case 35666:
      return setValueV4f;
    // _VEC4
    case 35674:
      return setValueM2;
    // _MAT2
    case 35675:
      return setValueM3;
    // _MAT3
    case 35676:
      return setValueM4;
    // _MAT4
    case 5124:
    case 35670:
      return setValueV1i;
    // INT, BOOL
    case 35667:
    case 35671:
      return setValueV2i;
    // _VEC2
    case 35668:
    case 35672:
      return setValueV3i;
    // _VEC3
    case 35669:
    case 35673:
      return setValueV4i;
    // _VEC4
    case 5125:
      return setValueV1ui;
    // UINT
    case 36294:
      return setValueV2ui;
    // _VEC2
    case 36295:
      return setValueV3ui;
    // _VEC3
    case 36296:
      return setValueV4ui;
    // _VEC4
    case 35678:
    // SAMPLER_2D
    case 36198:
    // SAMPLER_EXTERNAL_OES
    case 36298:
    // INT_SAMPLER_2D
    case 36306:
    // UNSIGNED_INT_SAMPLER_2D
    case 35682:
      return setValueT1;
    case 35679:
    // SAMPLER_3D
    case 36299:
    // INT_SAMPLER_3D
    case 36307:
      return setValueT3D1;
    case 35680:
    // SAMPLER_CUBE
    case 36300:
    // INT_SAMPLER_CUBE
    case 36308:
    // UNSIGNED_INT_SAMPLER_CUBE
    case 36293:
      return setValueT6;
    case 36289:
    // SAMPLER_2D_ARRAY
    case 36303:
    // INT_SAMPLER_2D_ARRAY
    case 36311:
    // UNSIGNED_INT_SAMPLER_2D_ARRAY
    case 36292:
      return setValueT2DArray1;
  }
}
function setValueV1fArray(gl, v) {
  gl.uniform1fv(this.addr, v);
}
function setValueV2fArray(gl, v) {
  const data = flatten(v, this.size, 2);
  gl.uniform2fv(this.addr, data);
}
function setValueV3fArray(gl, v) {
  const data = flatten(v, this.size, 3);
  gl.uniform3fv(this.addr, data);
}
function setValueV4fArray(gl, v) {
  const data = flatten(v, this.size, 4);
  gl.uniform4fv(this.addr, data);
}
function setValueM2Array(gl, v) {
  const data = flatten(v, this.size, 4);
  gl.uniformMatrix2fv(this.addr, false, data);
}
function setValueM3Array(gl, v) {
  const data = flatten(v, this.size, 9);
  gl.uniformMatrix3fv(this.addr, false, data);
}
function setValueM4Array(gl, v) {
  const data = flatten(v, this.size, 16);
  gl.uniformMatrix4fv(this.addr, false, data);
}
function setValueV1iArray(gl, v) {
  gl.uniform1iv(this.addr, v);
}
function setValueV2iArray(gl, v) {
  gl.uniform2iv(this.addr, v);
}
function setValueV3iArray(gl, v) {
  gl.uniform3iv(this.addr, v);
}
function setValueV4iArray(gl, v) {
  gl.uniform4iv(this.addr, v);
}
function setValueV1uiArray(gl, v) {
  gl.uniform1uiv(this.addr, v);
}
function setValueV2uiArray(gl, v) {
  gl.uniform2uiv(this.addr, v);
}
function setValueV3uiArray(gl, v) {
  gl.uniform3uiv(this.addr, v);
}
function setValueV4uiArray(gl, v) {
  gl.uniform4uiv(this.addr, v);
}
function setValueT1Array(gl, v, textures) {
  const cache = this.cache;
  const n = v.length;
  const units = allocTexUnits(textures, n);
  if (!arraysEqual(cache, units)) {
    gl.uniform1iv(this.addr, units);
    copyArray(cache, units);
  }
  let emptyTexture2D;
  if (this.type === gl.SAMPLER_2D_SHADOW) {
    emptyTexture2D = emptyShadowTexture;
  } else {
    emptyTexture2D = emptyTexture;
  }
  for (let i = 0; i !== n; ++i) {
    textures.setTexture2D(v[i] || emptyTexture2D, units[i]);
  }
}
function setValueT3DArray(gl, v, textures) {
  const cache = this.cache;
  const n = v.length;
  const units = allocTexUnits(textures, n);
  if (!arraysEqual(cache, units)) {
    gl.uniform1iv(this.addr, units);
    copyArray(cache, units);
  }
  for (let i = 0; i !== n; ++i) {
    textures.setTexture3D(v[i] || empty3dTexture, units[i]);
  }
}
function setValueT6Array(gl, v, textures) {
  const cache = this.cache;
  const n = v.length;
  const units = allocTexUnits(textures, n);
  if (!arraysEqual(cache, units)) {
    gl.uniform1iv(this.addr, units);
    copyArray(cache, units);
  }
  for (let i = 0; i !== n; ++i) {
    textures.setTextureCube(v[i] || emptyCubeTexture, units[i]);
  }
}
function setValueT2DArrayArray(gl, v, textures) {
  const cache = this.cache;
  const n = v.length;
  const units = allocTexUnits(textures, n);
  if (!arraysEqual(cache, units)) {
    gl.uniform1iv(this.addr, units);
    copyArray(cache, units);
  }
  for (let i = 0; i !== n; ++i) {
    textures.setTexture2DArray(v[i] || emptyArrayTexture, units[i]);
  }
}
function getPureArraySetter(type) {
  switch (type) {
    case 5126:
      return setValueV1fArray;
    // FLOAT
    case 35664:
      return setValueV2fArray;
    // _VEC2
    case 35665:
      return setValueV3fArray;
    // _VEC3
    case 35666:
      return setValueV4fArray;
    // _VEC4
    case 35674:
      return setValueM2Array;
    // _MAT2
    case 35675:
      return setValueM3Array;
    // _MAT3
    case 35676:
      return setValueM4Array;
    // _MAT4
    case 5124:
    case 35670:
      return setValueV1iArray;
    // INT, BOOL
    case 35667:
    case 35671:
      return setValueV2iArray;
    // _VEC2
    case 35668:
    case 35672:
      return setValueV3iArray;
    // _VEC3
    case 35669:
    case 35673:
      return setValueV4iArray;
    // _VEC4
    case 5125:
      return setValueV1uiArray;
    // UINT
    case 36294:
      return setValueV2uiArray;
    // _VEC2
    case 36295:
      return setValueV3uiArray;
    // _VEC3
    case 36296:
      return setValueV4uiArray;
    // _VEC4
    case 35678:
    // SAMPLER_2D
    case 36198:
    // SAMPLER_EXTERNAL_OES
    case 36298:
    // INT_SAMPLER_2D
    case 36306:
    // UNSIGNED_INT_SAMPLER_2D
    case 35682:
      return setValueT1Array;
    case 35679:
    // SAMPLER_3D
    case 36299:
    // INT_SAMPLER_3D
    case 36307:
      return setValueT3DArray;
    case 35680:
    // SAMPLER_CUBE
    case 36300:
    // INT_SAMPLER_CUBE
    case 36308:
    // UNSIGNED_INT_SAMPLER_CUBE
    case 36293:
      return setValueT6Array;
    case 36289:
    // SAMPLER_2D_ARRAY
    case 36303:
    // INT_SAMPLER_2D_ARRAY
    case 36311:
    // UNSIGNED_INT_SAMPLER_2D_ARRAY
    case 36292:
      return setValueT2DArrayArray;
  }
}
var SingleUniform = class {
  constructor(id, activeInfo, addr) {
    this.id = id;
    this.addr = addr;
    this.cache = [];
    this.type = activeInfo.type;
    this.setValue = getSingularSetter(activeInfo.type);
  }
};
var PureArrayUniform = class {
  constructor(id, activeInfo, addr) {
    this.id = id;
    this.addr = addr;
    this.cache = [];
    this.type = activeInfo.type;
    this.size = activeInfo.size;
    this.setValue = getPureArraySetter(activeInfo.type);
  }
};
var StructuredUniform = class {
  constructor(id) {
    this.id = id;
    this.seq = [];
    this.map = {};
  }
  setValue(gl, value, textures) {
    const seq = this.seq;
    for (let i = 0, n = seq.length; i !== n; ++i) {
      const u = seq[i];
      u.setValue(gl, value[u.id], textures);
    }
  }
};
var RePathPart = /(\w+)(\])?(\[|\.)?/g;
function addUniform(container, uniformObject) {
  container.seq.push(uniformObject);
  container.map[uniformObject.id] = uniformObject;
}
function parseUniform(activeInfo, addr, container) {
  const path = activeInfo.name, pathLength = path.length;
  RePathPart.lastIndex = 0;
  while (true) {
    const match = RePathPart.exec(path), matchEnd = RePathPart.lastIndex;
    let id = match[1];
    const idIsIndex = match[2] === "]", subscript = match[3];
    if (idIsIndex) id = id | 0;
    if (subscript === void 0 || subscript === "[" && matchEnd + 2 === pathLength) {
      addUniform(container, subscript === void 0 ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));
      break;
    } else {
      const map = container.map;
      let next = map[id];
      if (next === void 0) {
        next = new StructuredUniform(id);
        addUniform(container, next);
      }
      container = next;
    }
  }
}
var WebGLUniforms = class {
  constructor(gl, program) {
    this.seq = [];
    this.map = {};
    const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
    for (let i = 0; i < n; ++i) {
      const info = gl.getActiveUniform(program, i), addr = gl.getUniformLocation(program, info.name);
      parseUniform(info, addr, this);
    }
    const shadowSamplers = [];
    const otherUniforms = [];
    for (const u of this.seq) {
      if (u.type === gl.SAMPLER_2D_SHADOW || u.type === gl.SAMPLER_CUBE_SHADOW || u.type === gl.SAMPLER_2D_ARRAY_SHADOW) {
        shadowSamplers.push(u);
      } else {
        otherUniforms.push(u);
      }
    }
    if (shadowSamplers.length > 0) {
      this.seq = shadowSamplers.concat(otherUniforms);
    }
  }
  setValue(gl, name, value, textures) {
    const u = this.map[name];
    if (u !== void 0) u.setValue(gl, value, textures);
  }
  setOptional(gl, object, name) {
    const v = object[name];
    if (v !== void 0) this.setValue(gl, name, v);
  }
  static upload(gl, seq, values, textures) {
    for (let i = 0, n = seq.length; i !== n; ++i) {
      const u = seq[i], v = values[u.id];
      if (v.needsUpdate !== false) {
        u.setValue(gl, v.value, textures);
      }
    }
  }
  static seqWithValue(seq, values) {
    const r = [];
    for (let i = 0, n = seq.length; i !== n; ++i) {
      const u = seq[i];
      if (u.id in values) r.push(u);
    }
    return r;
  }
};
function WebGLShader(gl, type, string) {
  const shader = gl.createShader(type);
  gl.shaderSource(shader, string);
  gl.compileShader(shader);
  return shader;
}
var COMPLETION_STATUS_KHR = 37297;
var programIdCount = 0;
function handleSource(string, errorLine) {
  const lines = string.split("\n");
  const lines2 = [];
  const from = Math.max(errorLine - 6, 0);
  const to = Math.min(errorLine + 6, lines.length);
  for (let i = from; i < to; i++) {
    const line = i + 1;
    lines2.push(`${line === errorLine ? ">" : " "} ${line}: ${lines[i]}`);
  }
  return lines2.join("\n");
}
var _m0 = new Matrix3();
function getEncodingComponents(colorSpace) {
  ColorManagement._getMatrix(_m0, ColorManagement.workingColorSpace, colorSpace);
  const encodingMatrix = `mat3( ${_m0.elements.map((v) => v.toFixed(4))} )`;
  switch (ColorManagement.getTransfer(colorSpace)) {
    case LinearTransfer:
      return [encodingMatrix, "LinearTransferOETF"];
    case SRGBTransfer:
      return [encodingMatrix, "sRGBTransferOETF"];
    default:
      warn("WebGLProgram: Unsupported color space: ", colorSpace);
      return [encodingMatrix, "LinearTransferOETF"];
  }
}
function getShaderErrors(gl, shader, type) {
  const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  const shaderInfoLog = gl.getShaderInfoLog(shader) || "";
  const errors = shaderInfoLog.trim();
  if (status && errors === "") return "";
  const errorMatches = /ERROR: 0:(\d+)/.exec(errors);
  if (errorMatches) {
    const errorLine = parseInt(errorMatches[1]);
    return type.toUpperCase() + "\n\n" + errors + "\n\n" + handleSource(gl.getShaderSource(shader), errorLine);
  } else {
    return errors;
  }
}
function getTexelEncodingFunction(functionName, colorSpace) {
  const components = getEncodingComponents(colorSpace);
  return [
    `vec4 ${functionName}( vec4 value ) {`,
    `	return ${components[1]}( vec4( value.rgb * ${components[0]}, value.a ) );`,
    "}"
  ].join("\n");
}
var toneMappingFunctions = {
  [LinearToneMapping]: "Linear",
  [ReinhardToneMapping]: "Reinhard",
  [CineonToneMapping]: "Cineon",
  [ACESFilmicToneMapping]: "ACESFilmic",
  [AgXToneMapping]: "AgX",
  [NeutralToneMapping]: "Neutral",
  [CustomToneMapping]: "Custom"
};
function getToneMappingFunction(functionName, toneMapping) {
  const toneMappingName = toneMappingFunctions[toneMapping];
  if (toneMappingName === void 0) {
    warn("WebGLProgram: Unsupported toneMapping:", toneMapping);
    return "vec3 " + functionName + "( vec3 color ) { return LinearToneMapping( color ); }";
  }
  return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
}
var _v02 = new Vector3();
function getLuminanceFunction() {
  ColorManagement.getLuminanceCoefficients(_v02);
  const r = _v02.x.toFixed(4);
  const g = _v02.y.toFixed(4);
  const b = _v02.z.toFixed(4);
  return [
    "float luminance( const in vec3 rgb ) {",
    `	const vec3 weights = vec3( ${r}, ${g}, ${b} );`,
    "	return dot( weights, rgb );",
    "}"
  ].join("\n");
}
function generateVertexExtensions(parameters) {
  const chunks = [
    parameters.extensionClipCullDistance ? "#extension GL_ANGLE_clip_cull_distance : require" : "",
    parameters.extensionMultiDraw ? "#extension GL_ANGLE_multi_draw : require" : ""
  ];
  return chunks.filter(filterEmptyLine).join("\n");
}
function generateDefines(defines) {
  const chunks = [];
  for (const name in defines) {
    const value = defines[name];
    if (value === false) continue;
    chunks.push("#define " + name + " " + value);
  }
  return chunks.join("\n");
}
function fetchAttributeLocations(gl, program) {
  const attributes = {};
  const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
  for (let i = 0; i < n; i++) {
    const info = gl.getActiveAttrib(program, i);
    const name = info.name;
    let locationSize = 1;
    if (info.type === gl.FLOAT_MAT2) locationSize = 2;
    if (info.type === gl.FLOAT_MAT3) locationSize = 3;
    if (info.type === gl.FLOAT_MAT4) locationSize = 4;
    attributes[name] = {
      type: info.type,
      location: gl.getAttribLocation(program, name),
      locationSize
    };
  }
  return attributes;
}
function filterEmptyLine(string) {
  return string !== "";
}
function replaceLightNums(string, parameters) {
  const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;
  return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
}
function replaceClippingPlaneNums(string, parameters) {
  return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
}
var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
function resolveIncludes(string) {
  return string.replace(includePattern, includeReplacer);
}
var shaderChunkMap = /* @__PURE__ */ new Map();
function includeReplacer(match, include) {
  let string = ShaderChunk[include];
  if (string === void 0) {
    const newInclude = shaderChunkMap.get(include);
    if (newInclude !== void 0) {
      string = ShaderChunk[newInclude];
      warn('WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude);
    } else {
      throw new Error("Can not resolve #include <" + include + ">");
    }
  }
  return resolveIncludes(string);
}
var unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
function unrollLoops(string) {
  return string.replace(unrollLoopPattern, loopReplacer);
}
function loopReplacer(match, start, end, snippet) {
  let string = "";
  for (let i = parseInt(start); i < parseInt(end); i++) {
    string += snippet.replace(/\[\s*i\s*\]/g, "[ " + i + " ]").replace(/UNROLLED_LOOP_INDEX/g, i);
  }
  return string;
}
function generatePrecision(parameters) {
  let precisionstring = `precision ${parameters.precision} float;
	precision ${parameters.precision} int;
	precision ${parameters.precision} sampler2D;
	precision ${parameters.precision} samplerCube;
	precision ${parameters.precision} sampler3D;
	precision ${parameters.precision} sampler2DArray;
	precision ${parameters.precision} sampler2DShadow;
	precision ${parameters.precision} samplerCubeShadow;
	precision ${parameters.precision} sampler2DArrayShadow;
	precision ${parameters.precision} isampler2D;
	precision ${parameters.precision} isampler3D;
	precision ${parameters.precision} isamplerCube;
	precision ${parameters.precision} isampler2DArray;
	precision ${parameters.precision} usampler2D;
	precision ${parameters.precision} usampler3D;
	precision ${parameters.precision} usamplerCube;
	precision ${parameters.precision} usampler2DArray;
	`;
  if (parameters.precision === "highp") {
    precisionstring += "\n#define HIGH_PRECISION";
  } else if (parameters.precision === "mediump") {
    precisionstring += "\n#define MEDIUM_PRECISION";
  } else if (parameters.precision === "lowp") {
    precisionstring += "\n#define LOW_PRECISION";
  }
  return precisionstring;
}
var shadowMapTypeDefines = {
  [PCFShadowMap]: "SHADOWMAP_TYPE_PCF",
  [VSMShadowMap]: "SHADOWMAP_TYPE_VSM"
};
function generateShadowMapTypeDefine(parameters) {
  return shadowMapTypeDefines[parameters.shadowMapType] || "SHADOWMAP_TYPE_BASIC";
}
var envMapTypeDefines = {
  [CubeReflectionMapping]: "ENVMAP_TYPE_CUBE",
  [CubeRefractionMapping]: "ENVMAP_TYPE_CUBE",
  [CubeUVReflectionMapping]: "ENVMAP_TYPE_CUBE_UV"
};
function generateEnvMapTypeDefine(parameters) {
  if (parameters.envMap === false) return "ENVMAP_TYPE_CUBE";
  return envMapTypeDefines[parameters.envMapMode] || "ENVMAP_TYPE_CUBE";
}
var envMapModeDefines = {
  [CubeRefractionMapping]: "ENVMAP_MODE_REFRACTION"
};
function generateEnvMapModeDefine(parameters) {
  if (parameters.envMap === false) return "ENVMAP_MODE_REFLECTION";
  return envMapModeDefines[parameters.envMapMode] || "ENVMAP_MODE_REFLECTION";
}
var envMapBlendingDefines = {
  [MultiplyOperation]: "ENVMAP_BLENDING_MULTIPLY",
  [MixOperation]: "ENVMAP_BLENDING_MIX",
  [AddOperation]: "ENVMAP_BLENDING_ADD"
};
function generateEnvMapBlendingDefine(parameters) {
  if (parameters.envMap === false) return "ENVMAP_BLENDING_NONE";
  return envMapBlendingDefines[parameters.combine] || "ENVMAP_BLENDING_NONE";
}
function generateCubeUVSize(parameters) {
  const imageHeight = parameters.envMapCubeUVHeight;
  if (imageHeight === null) return null;
  const maxMip = Math.log2(imageHeight) - 2;
  const texelHeight = 1 / imageHeight;
  const texelWidth = 1 / (3 * Math.max(Math.pow(2, maxMip), 7 * 16));
  return { texelWidth, texelHeight, maxMip };
}
function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
  const gl = renderer.getContext();
  const defines = parameters.defines;
  let vertexShader = parameters.vertexShader;
  let fragmentShader = parameters.fragmentShader;
  const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
  const envMapTypeDefine = generateEnvMapTypeDefine(parameters);
  const envMapModeDefine = generateEnvMapModeDefine(parameters);
  const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
  const envMapCubeUVSize = generateCubeUVSize(parameters);
  const customVertexExtensions = generateVertexExtensions(parameters);
  const customDefines = generateDefines(defines);
  const program = gl.createProgram();
  let prefixVertex, prefixFragment;
  let versionString = parameters.glslVersion ? "#version " + parameters.glslVersion + "\n" : "";
  if (parameters.isRawShaderMaterial) {
    prefixVertex = [
      "#define SHADER_TYPE " + parameters.shaderType,
      "#define SHADER_NAME " + parameters.shaderName,
      customDefines
    ].filter(filterEmptyLine).join("\n");
    if (prefixVertex.length > 0) {
      prefixVertex += "\n";
    }
    prefixFragment = [
      "#define SHADER_TYPE " + parameters.shaderType,
      "#define SHADER_NAME " + parameters.shaderName,
      customDefines
    ].filter(filterEmptyLine).join("\n");
    if (prefixFragment.length > 0) {
      prefixFragment += "\n";
    }
  } else {
    prefixVertex = [
      generatePrecision(parameters),
      "#define SHADER_TYPE " + parameters.shaderType,
      "#define SHADER_NAME " + parameters.shaderName,
      customDefines,
      parameters.extensionClipCullDistance ? "#define USE_CLIP_DISTANCE" : "",
      parameters.batching ? "#define USE_BATCHING" : "",
      parameters.batchingColor ? "#define USE_BATCHING_COLOR" : "",
      parameters.instancing ? "#define USE_INSTANCING" : "",
      parameters.instancingColor ? "#define USE_INSTANCING_COLOR" : "",
      parameters.instancingMorph ? "#define USE_INSTANCING_MORPH" : "",
      parameters.useFog && parameters.fog ? "#define USE_FOG" : "",
      parameters.useFog && parameters.fogExp2 ? "#define FOG_EXP2" : "",
      parameters.map ? "#define USE_MAP" : "",
      parameters.envMap ? "#define USE_ENVMAP" : "",
      parameters.envMap ? "#define " + envMapModeDefine : "",
      parameters.lightMap ? "#define USE_LIGHTMAP" : "",
      parameters.aoMap ? "#define USE_AOMAP" : "",
      parameters.bumpMap ? "#define USE_BUMPMAP" : "",
      parameters.normalMap ? "#define USE_NORMALMAP" : "",
      parameters.normalMapObjectSpace ? "#define USE_NORMALMAP_OBJECTSPACE" : "",
      parameters.normalMapTangentSpace ? "#define USE_NORMALMAP_TANGENTSPACE" : "",
      parameters.displacementMap ? "#define USE_DISPLACEMENTMAP" : "",
      parameters.emissiveMap ? "#define USE_EMISSIVEMAP" : "",
      parameters.anisotropy ? "#define USE_ANISOTROPY" : "",
      parameters.anisotropyMap ? "#define USE_ANISOTROPYMAP" : "",
      parameters.clearcoatMap ? "#define USE_CLEARCOATMAP" : "",
      parameters.clearcoatRoughnessMap ? "#define USE_CLEARCOAT_ROUGHNESSMAP" : "",
      parameters.clearcoatNormalMap ? "#define USE_CLEARCOAT_NORMALMAP" : "",
      parameters.iridescenceMap ? "#define USE_IRIDESCENCEMAP" : "",
      parameters.iridescenceThicknessMap ? "#define USE_IRIDESCENCE_THICKNESSMAP" : "",
      parameters.specularMap ? "#define USE_SPECULARMAP" : "",
      parameters.specularColorMap ? "#define USE_SPECULAR_COLORMAP" : "",
      parameters.specularIntensityMap ? "#define USE_SPECULAR_INTENSITYMAP" : "",
      parameters.roughnessMap ? "#define USE_ROUGHNESSMAP" : "",
      parameters.metalnessMap ? "#define USE_METALNESSMAP" : "",
      parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
      parameters.alphaHash ? "#define USE_ALPHAHASH" : "",
      parameters.transmission ? "#define USE_TRANSMISSION" : "",
      parameters.transmissionMap ? "#define USE_TRANSMISSIONMAP" : "",
      parameters.thicknessMap ? "#define USE_THICKNESSMAP" : "",
      parameters.sheenColorMap ? "#define USE_SHEEN_COLORMAP" : "",
      parameters.sheenRoughnessMap ? "#define USE_SHEEN_ROUGHNESSMAP" : "",
      //
      parameters.mapUv ? "#define MAP_UV " + parameters.mapUv : "",
      parameters.alphaMapUv ? "#define ALPHAMAP_UV " + parameters.alphaMapUv : "",
      parameters.lightMapUv ? "#define LIGHTMAP_UV " + parameters.lightMapUv : "",
      parameters.aoMapUv ? "#define AOMAP_UV " + parameters.aoMapUv : "",
      parameters.emissiveMapUv ? "#define EMISSIVEMAP_UV " + parameters.emissiveMapUv : "",
      parameters.bumpMapUv ? "#define BUMPMAP_UV " + parameters.bumpMapUv : "",
      parameters.normalMapUv ? "#define NORMALMAP_UV " + parameters.normalMapUv : "",
      parameters.displacementMapUv ? "#define DISPLACEMENTMAP_UV " + parameters.displacementMapUv : "",
      parameters.metalnessMapUv ? "#define METALNESSMAP_UV " + parameters.metalnessMapUv : "",
      parameters.roughnessMapUv ? "#define ROUGHNESSMAP_UV " + parameters.roughnessMapUv : "",
      parameters.anisotropyMapUv ? "#define ANISOTROPYMAP_UV " + parameters.anisotropyMapUv : "",
      parameters.clearcoatMapUv ? "#define CLEARCOATMAP_UV " + parameters.clearcoatMapUv : "",
      parameters.clearcoatNormalMapUv ? "#define CLEARCOAT_NORMALMAP_UV " + parameters.clearcoatNormalMapUv : "",
      parameters.clearcoatRoughnessMapUv ? "#define CLEARCOAT_ROUGHNESSMAP_UV " + parameters.clearcoatRoughnessMapUv : "",
      parameters.iridescenceMapUv ? "#define IRIDESCENCEMAP_UV " + parameters.iridescenceMapUv : "",
      parameters.iridescenceThicknessMapUv ? "#define IRIDESCENCE_THICKNESSMAP_UV " + parameters.iridescenceThicknessMapUv : "",
      parameters.sheenColorMapUv ? "#define SHEEN_COLORMAP_UV " + parameters.sheenColorMapUv : "",
      parameters.sheenRoughnessMapUv ? "#define SHEEN_ROUGHNESSMAP_UV " + parameters.sheenRoughnessMapUv : "",
      parameters.specularMapUv ? "#define SPECULARMAP_UV " + parameters.specularMapUv : "",
      parameters.specularColorMapUv ? "#define SPECULAR_COLORMAP_UV " + parameters.specularColorMapUv : "",
      parameters.specularIntensityMapUv ? "#define SPECULAR_INTENSITYMAP_UV " + parameters.specularIntensityMapUv : "",
      parameters.transmissionMapUv ? "#define TRANSMISSIONMAP_UV " + parameters.transmissionMapUv : "",
      parameters.thicknessMapUv ? "#define THICKNESSMAP_UV " + parameters.thicknessMapUv : "",
      //
      parameters.vertexTangents && parameters.flatShading === false ? "#define USE_TANGENT" : "",
      parameters.vertexColors ? "#define USE_COLOR" : "",
      parameters.vertexAlphas ? "#define USE_COLOR_ALPHA" : "",
      parameters.vertexUv1s ? "#define USE_UV1" : "",
      parameters.vertexUv2s ? "#define USE_UV2" : "",
      parameters.vertexUv3s ? "#define USE_UV3" : "",
      parameters.pointsUvs ? "#define USE_POINTS_UV" : "",
      parameters.flatShading ? "#define FLAT_SHADED" : "",
      parameters.skinning ? "#define USE_SKINNING" : "",
      parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
      parameters.morphNormals && parameters.flatShading === false ? "#define USE_MORPHNORMALS" : "",
      parameters.morphColors ? "#define USE_MORPHCOLORS" : "",
      parameters.morphTargetsCount > 0 ? "#define MORPHTARGETS_TEXTURE_STRIDE " + parameters.morphTextureStride : "",
      parameters.morphTargetsCount > 0 ? "#define MORPHTARGETS_COUNT " + parameters.morphTargetsCount : "",
      parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
      parameters.flipSided ? "#define FLIP_SIDED" : "",
      parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
      parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
      parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
      parameters.numLightProbes > 0 ? "#define USE_LIGHT_PROBES" : "",
      parameters.logarithmicDepthBuffer ? "#define USE_LOGARITHMIC_DEPTH_BUFFER" : "",
      parameters.reversedDepthBuffer ? "#define USE_REVERSED_DEPTH_BUFFER" : "",
      "uniform mat4 modelMatrix;",
      "uniform mat4 modelViewMatrix;",
      "uniform mat4 projectionMatrix;",
      "uniform mat4 viewMatrix;",
      "uniform mat3 normalMatrix;",
      "uniform vec3 cameraPosition;",
      "uniform bool isOrthographic;",
      "#ifdef USE_INSTANCING",
      "	attribute mat4 instanceMatrix;",
      "#endif",
      "#ifdef USE_INSTANCING_COLOR",
      "	attribute vec3 instanceColor;",
      "#endif",
      "#ifdef USE_INSTANCING_MORPH",
      "	uniform sampler2D morphTexture;",
      "#endif",
      "attribute vec3 position;",
      "attribute vec3 normal;",
      "attribute vec2 uv;",
      "#ifdef USE_UV1",
      "	attribute vec2 uv1;",
      "#endif",
      "#ifdef USE_UV2",
      "	attribute vec2 uv2;",
      "#endif",
      "#ifdef USE_UV3",
      "	attribute vec2 uv3;",
      "#endif",
      "#ifdef USE_TANGENT",
      "	attribute vec4 tangent;",
      "#endif",
      "#if defined( USE_COLOR_ALPHA )",
      "	attribute vec4 color;",
      "#elif defined( USE_COLOR )",
      "	attribute vec3 color;",
      "#endif",
      "#ifdef USE_SKINNING",
      "	attribute vec4 skinIndex;",
      "	attribute vec4 skinWeight;",
      "#endif",
      "\n"
    ].filter(filterEmptyLine).join("\n");
    prefixFragment = [
      generatePrecision(parameters),
      "#define SHADER_TYPE " + parameters.shaderType,
      "#define SHADER_NAME " + parameters.shaderName,
      customDefines,
      parameters.useFog && parameters.fog ? "#define USE_FOG" : "",
      parameters.useFog && parameters.fogExp2 ? "#define FOG_EXP2" : "",
      parameters.alphaToCoverage ? "#define ALPHA_TO_COVERAGE" : "",
      parameters.map ? "#define USE_MAP" : "",
      parameters.matcap ? "#define USE_MATCAP" : "",
      parameters.envMap ? "#define USE_ENVMAP" : "",
      parameters.envMap ? "#define " + envMapTypeDefine : "",
      parameters.envMap ? "#define " + envMapModeDefine : "",
      parameters.envMap ? "#define " + envMapBlendingDefine : "",
      envMapCubeUVSize ? "#define CUBEUV_TEXEL_WIDTH " + envMapCubeUVSize.texelWidth : "",
      envMapCubeUVSize ? "#define CUBEUV_TEXEL_HEIGHT " + envMapCubeUVSize.texelHeight : "",
      envMapCubeUVSize ? "#define CUBEUV_MAX_MIP " + envMapCubeUVSize.maxMip + ".0" : "",
      parameters.lightMap ? "#define USE_LIGHTMAP" : "",
      parameters.aoMap ? "#define USE_AOMAP" : "",
      parameters.bumpMap ? "#define USE_BUMPMAP" : "",
      parameters.normalMap ? "#define USE_NORMALMAP" : "",
      parameters.normalMapObjectSpace ? "#define USE_NORMALMAP_OBJECTSPACE" : "",
      parameters.normalMapTangentSpace ? "#define USE_NORMALMAP_TANGENTSPACE" : "",
      parameters.emissiveMap ? "#define USE_EMISSIVEMAP" : "",
      parameters.anisotropy ? "#define USE_ANISOTROPY" : "",
      parameters.anisotropyMap ? "#define USE_ANISOTROPYMAP" : "",
      parameters.clearcoat ? "#define USE_CLEARCOAT" : "",
      parameters.clearcoatMap ? "#define USE_CLEARCOATMAP" : "",
      parameters.clearcoatRoughnessMap ? "#define USE_CLEARCOAT_ROUGHNESSMAP" : "",
      parameters.clearcoatNormalMap ? "#define USE_CLEARCOAT_NORMALMAP" : "",
      parameters.dispersion ? "#define USE_DISPERSION" : "",
      parameters.iridescence ? "#define USE_IRIDESCENCE" : "",
      parameters.iridescenceMap ? "#define USE_IRIDESCENCEMAP" : "",
      parameters.iridescenceThicknessMap ? "#define USE_IRIDESCENCE_THICKNESSMAP" : "",
      parameters.specularMap ? "#define USE_SPECULARMAP" : "",
      parameters.specularColorMap ? "#define USE_SPECULAR_COLORMAP" : "",
      parameters.specularIntensityMap ? "#define USE_SPECULAR_INTENSITYMAP" : "",
      parameters.roughnessMap ? "#define USE_ROUGHNESSMAP" : "",
      parameters.metalnessMap ? "#define USE_METALNESSMAP" : "",
      parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
      parameters.alphaTest ? "#define USE_ALPHATEST" : "",
      parameters.alphaHash ? "#define USE_ALPHAHASH" : "",
      parameters.sheen ? "#define USE_SHEEN" : "",
      parameters.sheenColorMap ? "#define USE_SHEEN_COLORMAP" : "",
      parameters.sheenRoughnessMap ? "#define USE_SHEEN_ROUGHNESSMAP" : "",
      parameters.transmission ? "#define USE_TRANSMISSION" : "",
      parameters.transmissionMap ? "#define USE_TRANSMISSIONMAP" : "",
      parameters.thicknessMap ? "#define USE_THICKNESSMAP" : "",
      parameters.vertexTangents && parameters.flatShading === false ? "#define USE_TANGENT" : "",
      parameters.vertexColors || parameters.instancingColor || parameters.batchingColor ? "#define USE_COLOR" : "",
      parameters.vertexAlphas ? "#define USE_COLOR_ALPHA" : "",
      parameters.vertexUv1s ? "#define USE_UV1" : "",
      parameters.vertexUv2s ? "#define USE_UV2" : "",
      parameters.vertexUv3s ? "#define USE_UV3" : "",
      parameters.pointsUvs ? "#define USE_POINTS_UV" : "",
      parameters.gradientMap ? "#define USE_GRADIENTMAP" : "",
      parameters.flatShading ? "#define FLAT_SHADED" : "",
      parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
      parameters.flipSided ? "#define FLIP_SIDED" : "",
      parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
      parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
      parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : "",
      parameters.numLightProbes > 0 ? "#define USE_LIGHT_PROBES" : "",
      parameters.decodeVideoTexture ? "#define DECODE_VIDEO_TEXTURE" : "",
      parameters.decodeVideoTextureEmissive ? "#define DECODE_VIDEO_TEXTURE_EMISSIVE" : "",
      parameters.logarithmicDepthBuffer ? "#define USE_LOGARITHMIC_DEPTH_BUFFER" : "",
      parameters.reversedDepthBuffer ? "#define USE_REVERSED_DEPTH_BUFFER" : "",
      "uniform mat4 viewMatrix;",
      "uniform vec3 cameraPosition;",
      "uniform bool isOrthographic;",
      parameters.toneMapping !== NoToneMapping ? "#define TONE_MAPPING" : "",
      parameters.toneMapping !== NoToneMapping ? ShaderChunk["tonemapping_pars_fragment"] : "",
      // this code is required here because it is used by the toneMapping() function defined below
      parameters.toneMapping !== NoToneMapping ? getToneMappingFunction("toneMapping", parameters.toneMapping) : "",
      parameters.dithering ? "#define DITHERING" : "",
      parameters.opaque ? "#define OPAQUE" : "",
      ShaderChunk["colorspace_pars_fragment"],
      // this code is required here because it is used by the various encoding/decoding function defined below
      getTexelEncodingFunction("linearToOutputTexel", parameters.outputColorSpace),
      getLuminanceFunction(),
      parameters.useDepthPacking ? "#define DEPTH_PACKING " + parameters.depthPacking : "",
      "\n"
    ].filter(filterEmptyLine).join("\n");
  }
  vertexShader = resolveIncludes(vertexShader);
  vertexShader = replaceLightNums(vertexShader, parameters);
  vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
  fragmentShader = resolveIncludes(fragmentShader);
  fragmentShader = replaceLightNums(fragmentShader, parameters);
  fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
  vertexShader = unrollLoops(vertexShader);
  fragmentShader = unrollLoops(fragmentShader);
  if (parameters.isRawShaderMaterial !== true) {
    versionString = "#version 300 es\n";
    prefixVertex = [
      customVertexExtensions,
      "#define attribute in",
      "#define varying out",
      "#define texture2D texture"
    ].join("\n") + "\n" + prefixVertex;
    prefixFragment = [
      "#define varying in",
      parameters.glslVersion === GLSL3 ? "" : "layout(location = 0) out highp vec4 pc_fragColor;",
      parameters.glslVersion === GLSL3 ? "" : "#define gl_FragColor pc_fragColor",
      "#define gl_FragDepthEXT gl_FragDepth",
      "#define texture2D texture",
      "#define textureCube texture",
      "#define texture2DProj textureProj",
      "#define texture2DLodEXT textureLod",
      "#define texture2DProjLodEXT textureProjLod",
      "#define textureCubeLodEXT textureLod",
      "#define texture2DGradEXT textureGrad",
      "#define texture2DProjGradEXT textureProjGrad",
      "#define textureCubeGradEXT textureGrad"
    ].join("\n") + "\n" + prefixFragment;
  }
  const vertexGlsl = versionString + prefixVertex + vertexShader;
  const fragmentGlsl = versionString + prefixFragment + fragmentShader;
  const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl);
  const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl);
  gl.attachShader(program, glVertexShader);
  gl.attachShader(program, glFragmentShader);
  if (parameters.index0AttributeName !== void 0) {
    gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
  } else if (parameters.morphTargets === true) {
    gl.bindAttribLocation(program, 0, "position");
  }
  gl.linkProgram(program);
  function onFirstUse(self2) {
    if (renderer.debug.checkShaderErrors) {
      const programInfoLog = gl.getProgramInfoLog(program) || "";
      const vertexShaderInfoLog = gl.getShaderInfoLog(glVertexShader) || "";
      const fragmentShaderInfoLog = gl.getShaderInfoLog(glFragmentShader) || "";
      const programLog = programInfoLog.trim();
      const vertexLog = vertexShaderInfoLog.trim();
      const fragmentLog = fragmentShaderInfoLog.trim();
      let runnable = true;
      let haveDiagnostics = true;
      if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
        runnable = false;
        if (typeof renderer.debug.onShaderError === "function") {
          renderer.debug.onShaderError(gl, program, glVertexShader, glFragmentShader);
        } else {
          const vertexErrors = getShaderErrors(gl, glVertexShader, "vertex");
          const fragmentErrors = getShaderErrors(gl, glFragmentShader, "fragment");
          error(
            "THREE.WebGLProgram: Shader Error " + gl.getError() + " - VALIDATE_STATUS " + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + "\n\nMaterial Name: " + self2.name + "\nMaterial Type: " + self2.type + "\n\nProgram Info Log: " + programLog + "\n" + vertexErrors + "\n" + fragmentErrors
          );
        }
      } else if (programLog !== "") {
        warn("WebGLProgram: Program Info Log:", programLog);
      } else if (vertexLog === "" || fragmentLog === "") {
        haveDiagnostics = false;
      }
      if (haveDiagnostics) {
        self2.diagnostics = {
          runnable,
          programLog,
          vertexShader: {
            log: vertexLog,
            prefix: prefixVertex
          },
          fragmentShader: {
            log: fragmentLog,
            prefix: prefixFragment
          }
        };
      }
    }
    gl.deleteShader(glVertexShader);
    gl.deleteShader(glFragmentShader);
    cachedUniforms = new WebGLUniforms(gl, program);
    cachedAttributes = fetchAttributeLocations(gl, program);
  }
  let cachedUniforms;
  this.getUniforms = function() {
    if (cachedUniforms === void 0) {
      onFirstUse(this);
    }
    return cachedUniforms;
  };
  let cachedAttributes;
  this.getAttributes = function() {
    if (cachedAttributes === void 0) {
      onFirstUse(this);
    }
    return cachedAttributes;
  };
  let programReady = parameters.rendererExtensionParallelShaderCompile === false;
  this.isReady = function() {
    if (programReady === false) {
      programReady = gl.getProgramParameter(program, COMPLETION_STATUS_KHR);
    }
    return programReady;
  };
  this.destroy = function() {
    bindingStates.releaseStatesOfProgram(this);
    gl.deleteProgram(program);
    this.program = void 0;
  };
  this.type = parameters.shaderType;
  this.name = parameters.shaderName;
  this.id = programIdCount++;
  this.cacheKey = cacheKey;
  this.usedTimes = 1;
  this.program = program;
  this.vertexShader = glVertexShader;
  this.fragmentShader = glFragmentShader;
  return this;
}
var _id2 = 0;
var WebGLShaderCache = class {
  constructor() {
    this.shaderCache = /* @__PURE__ */ new Map();
    this.materialCache = /* @__PURE__ */ new Map();
  }
  update(material) {
    const vertexShader = material.vertexShader;
    const fragmentShader = material.fragmentShader;
    const vertexShaderStage = this._getShaderStage(vertexShader);
    const fragmentShaderStage = this._getShaderStage(fragmentShader);
    const materialShaders = this._getShaderCacheForMaterial(material);
    if (materialShaders.has(vertexShaderStage) === false) {
      materialShaders.add(vertexShaderStage);
      vertexShaderStage.usedTimes++;
    }
    if (materialShaders.has(fragmentShaderStage) === false) {
      materialShaders.add(fragmentShaderStage);
      fragmentShaderStage.usedTimes++;
    }
    return this;
  }
  remove(material) {
    const materialShaders = this.materialCache.get(material);
    for (const shaderStage of materialShaders) {
      shaderStage.usedTimes--;
      if (shaderStage.usedTimes === 0) this.shaderCache.delete(shaderStage.code);
    }
    this.materialCache.delete(material);
    return this;
  }
  getVertexShaderID(material) {
    return this._getShaderStage(material.vertexShader).id;
  }
  getFragmentShaderID(material) {
    return this._getShaderStage(material.fragmentShader).id;
  }
  dispose() {
    this.shaderCache.clear();
    this.materialCache.clear();
  }
  _getShaderCacheForMaterial(material) {
    const cache = this.materialCache;
    let set = cache.get(material);
    if (set === void 0) {
      set = /* @__PURE__ */ new Set();
      cache.set(material, set);
    }
    return set;
  }
  _getShaderStage(code) {
    const cache = this.shaderCache;
    let stage = cache.get(code);
    if (stage === void 0) {
      stage = new WebGLShaderStage(code);
      cache.set(code, stage);
    }
    return stage;
  }
};
var WebGLShaderStage = class {
  constructor(code) {
    this.id = _id2++;
    this.code = code;
    this.usedTimes = 0;
  }
};
function WebGLPrograms(renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping) {
  const _programLayers = new Layers();
  const _customShaders = new WebGLShaderCache();
  const _activeChannels = /* @__PURE__ */ new Set();
  const programs = [];
  const programsMap = /* @__PURE__ */ new Map();
  const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  let precision = capabilities.precision;
  const shaderIDs = {
    MeshDepthMaterial: "depth",
    MeshDistanceMaterial: "distance",
    MeshNormalMaterial: "normal",
    MeshBasicMaterial: "basic",
    MeshLambertMaterial: "lambert",
    MeshPhongMaterial: "phong",
    MeshToonMaterial: "toon",
    MeshStandardMaterial: "physical",
    MeshPhysicalMaterial: "physical",
    MeshMatcapMaterial: "matcap",
    LineBasicMaterial: "basic",
    LineDashedMaterial: "dashed",
    PointsMaterial: "points",
    ShadowMaterial: "shadow",
    SpriteMaterial: "sprite"
  };
  function getChannel(value) {
    _activeChannels.add(value);
    if (value === 0) return "uv";
    return `uv${value}`;
  }
  function getParameters(material, lights, shadows, scene, object) {
    const fog = scene.fog;
    const geometry = object.geometry;
    const environment = material.isMeshStandardMaterial ? scene.environment : null;
    const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
    const envMapCubeUVHeight = !!envMap && envMap.mapping === CubeUVReflectionMapping ? envMap.image.height : null;
    const shaderID = shaderIDs[material.type];
    if (material.precision !== null) {
      precision = capabilities.getMaxPrecision(material.precision);
      if (precision !== material.precision) {
        warn("WebGLProgram.getParameters:", material.precision, "not supported, using", precision, "instead.");
      }
    }
    const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
    const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;
    let morphTextureStride = 0;
    if (geometry.morphAttributes.position !== void 0) morphTextureStride = 1;
    if (geometry.morphAttributes.normal !== void 0) morphTextureStride = 2;
    if (geometry.morphAttributes.color !== void 0) morphTextureStride = 3;
    let vertexShader, fragmentShader;
    let customVertexShaderID, customFragmentShaderID;
    if (shaderID) {
      const shader = ShaderLib[shaderID];
      vertexShader = shader.vertexShader;
      fragmentShader = shader.fragmentShader;
    } else {
      vertexShader = material.vertexShader;
      fragmentShader = material.fragmentShader;
      _customShaders.update(material);
      customVertexShaderID = _customShaders.getVertexShaderID(material);
      customFragmentShaderID = _customShaders.getFragmentShaderID(material);
    }
    const currentRenderTarget = renderer.getRenderTarget();
    const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
    const IS_INSTANCEDMESH = object.isInstancedMesh === true;
    const IS_BATCHEDMESH = object.isBatchedMesh === true;
    const HAS_MAP = !!material.map;
    const HAS_MATCAP = !!material.matcap;
    const HAS_ENVMAP = !!envMap;
    const HAS_AOMAP = !!material.aoMap;
    const HAS_LIGHTMAP = !!material.lightMap;
    const HAS_BUMPMAP = !!material.bumpMap;
    const HAS_NORMALMAP = !!material.normalMap;
    const HAS_DISPLACEMENTMAP = !!material.displacementMap;
    const HAS_EMISSIVEMAP = !!material.emissiveMap;
    const HAS_METALNESSMAP = !!material.metalnessMap;
    const HAS_ROUGHNESSMAP = !!material.roughnessMap;
    const HAS_ANISOTROPY = material.anisotropy > 0;
    const HAS_CLEARCOAT = material.clearcoat > 0;
    const HAS_DISPERSION = material.dispersion > 0;
    const HAS_IRIDESCENCE = material.iridescence > 0;
    const HAS_SHEEN = material.sheen > 0;
    const HAS_TRANSMISSION = material.transmission > 0;
    const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !!material.anisotropyMap;
    const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !!material.clearcoatMap;
    const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !!material.clearcoatNormalMap;
    const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !!material.clearcoatRoughnessMap;
    const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !!material.iridescenceMap;
    const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !!material.iridescenceThicknessMap;
    const HAS_SHEEN_COLORMAP = HAS_SHEEN && !!material.sheenColorMap;
    const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !!material.sheenRoughnessMap;
    const HAS_SPECULARMAP = !!material.specularMap;
    const HAS_SPECULAR_COLORMAP = !!material.specularColorMap;
    const HAS_SPECULAR_INTENSITYMAP = !!material.specularIntensityMap;
    const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !!material.transmissionMap;
    const HAS_THICKNESSMAP = HAS_TRANSMISSION && !!material.thicknessMap;
    const HAS_GRADIENTMAP = !!material.gradientMap;
    const HAS_ALPHAMAP = !!material.alphaMap;
    const HAS_ALPHATEST = material.alphaTest > 0;
    const HAS_ALPHAHASH = !!material.alphaHash;
    const HAS_EXTENSIONS = !!material.extensions;
    let toneMapping = NoToneMapping;
    if (material.toneMapped) {
      if (currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true) {
        toneMapping = renderer.toneMapping;
      }
    }
    const parameters = {
      shaderID,
      shaderType: material.type,
      shaderName: material.name,
      vertexShader,
      fragmentShader,
      defines: material.defines,
      customVertexShaderID,
      customFragmentShaderID,
      isRawShaderMaterial: material.isRawShaderMaterial === true,
      glslVersion: material.glslVersion,
      precision,
      batching: IS_BATCHEDMESH,
      batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null,
      instancing: IS_INSTANCEDMESH,
      instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
      instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,
      outputColorSpace: currentRenderTarget === null ? renderer.outputColorSpace : currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace,
      alphaToCoverage: !!material.alphaToCoverage,
      map: HAS_MAP,
      matcap: HAS_MATCAP,
      envMap: HAS_ENVMAP,
      envMapMode: HAS_ENVMAP && envMap.mapping,
      envMapCubeUVHeight,
      aoMap: HAS_AOMAP,
      lightMap: HAS_LIGHTMAP,
      bumpMap: HAS_BUMPMAP,
      normalMap: HAS_NORMALMAP,
      displacementMap: HAS_DISPLACEMENTMAP,
      emissiveMap: HAS_EMISSIVEMAP,
      normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,
      normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,
      metalnessMap: HAS_METALNESSMAP,
      roughnessMap: HAS_ROUGHNESSMAP,
      anisotropy: HAS_ANISOTROPY,
      anisotropyMap: HAS_ANISOTROPYMAP,
      clearcoat: HAS_CLEARCOAT,
      clearcoatMap: HAS_CLEARCOATMAP,
      clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,
      clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,
      dispersion: HAS_DISPERSION,
      iridescence: HAS_IRIDESCENCE,
      iridescenceMap: HAS_IRIDESCENCEMAP,
      iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,
      sheen: HAS_SHEEN,
      sheenColorMap: HAS_SHEEN_COLORMAP,
      sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,
      specularMap: HAS_SPECULARMAP,
      specularColorMap: HAS_SPECULAR_COLORMAP,
      specularIntensityMap: HAS_SPECULAR_INTENSITYMAP,
      transmission: HAS_TRANSMISSION,
      transmissionMap: HAS_TRANSMISSIONMAP,
      thicknessMap: HAS_THICKNESSMAP,
      gradientMap: HAS_GRADIENTMAP,
      opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,
      alphaMap: HAS_ALPHAMAP,
      alphaTest: HAS_ALPHATEST,
      alphaHash: HAS_ALPHAHASH,
      combine: material.combine,
      //
      mapUv: HAS_MAP && getChannel(material.map.channel),
      aoMapUv: HAS_AOMAP && getChannel(material.aoMap.channel),
      lightMapUv: HAS_LIGHTMAP && getChannel(material.lightMap.channel),
      bumpMapUv: HAS_BUMPMAP && getChannel(material.bumpMap.channel),
      normalMapUv: HAS_NORMALMAP && getChannel(material.normalMap.channel),
      displacementMapUv: HAS_DISPLACEMENTMAP && getChannel(material.displacementMap.channel),
      emissiveMapUv: HAS_EMISSIVEMAP && getChannel(material.emissiveMap.channel),
      metalnessMapUv: HAS_METALNESSMAP && getChannel(material.metalnessMap.channel),
      roughnessMapUv: HAS_ROUGHNESSMAP && getChannel(material.roughnessMap.channel),
      anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel(material.anisotropyMap.channel),
      clearcoatMapUv: HAS_CLEARCOATMAP && getChannel(material.clearcoatMap.channel),
      clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel(material.clearcoatNormalMap.channel),
      clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel(material.clearcoatRoughnessMap.channel),
      iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel(material.iridescenceMap.channel),
      iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel(material.iridescenceThicknessMap.channel),
      sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel(material.sheenColorMap.channel),
      sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel(material.sheenRoughnessMap.channel),
      specularMapUv: HAS_SPECULARMAP && getChannel(material.specularMap.channel),
      specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel(material.specularColorMap.channel),
      specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel(material.specularIntensityMap.channel),
      transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel(material.transmissionMap.channel),
      thicknessMapUv: HAS_THICKNESSMAP && getChannel(material.thicknessMap.channel),
      alphaMapUv: HAS_ALPHAMAP && getChannel(material.alphaMap.channel),
      //
      vertexTangents: !!geometry.attributes.tangent && (HAS_NORMALMAP || HAS_ANISOTROPY),
      vertexColors: material.vertexColors,
      vertexAlphas: material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4,
      pointsUvs: object.isPoints === true && !!geometry.attributes.uv && (HAS_MAP || HAS_ALPHAMAP),
      fog: !!fog,
      useFog: material.fog === true,
      fogExp2: !!fog && fog.isFogExp2,
      flatShading: material.flatShading === true && material.wireframe === false,
      sizeAttenuation: material.sizeAttenuation === true,
      logarithmicDepthBuffer,
      reversedDepthBuffer,
      skinning: object.isSkinnedMesh === true,
      morphTargets: geometry.morphAttributes.position !== void 0,
      morphNormals: geometry.morphAttributes.normal !== void 0,
      morphColors: geometry.morphAttributes.color !== void 0,
      morphTargetsCount,
      morphTextureStride,
      numDirLights: lights.directional.length,
      numPointLights: lights.point.length,
      numSpotLights: lights.spot.length,
      numSpotLightMaps: lights.spotLightMap.length,
      numRectAreaLights: lights.rectArea.length,
      numHemiLights: lights.hemi.length,
      numDirLightShadows: lights.directionalShadowMap.length,
      numPointLightShadows: lights.pointShadowMap.length,
      numSpotLightShadows: lights.spotShadowMap.length,
      numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
      numLightProbes: lights.numLightProbes,
      numClippingPlanes: clipping.numPlanes,
      numClipIntersection: clipping.numIntersection,
      dithering: material.dithering,
      shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
      shadowMapType: renderer.shadowMap.type,
      toneMapping,
      decodeVideoTexture: HAS_MAP && material.map.isVideoTexture === true && ColorManagement.getTransfer(material.map.colorSpace) === SRGBTransfer,
      decodeVideoTextureEmissive: HAS_EMISSIVEMAP && material.emissiveMap.isVideoTexture === true && ColorManagement.getTransfer(material.emissiveMap.colorSpace) === SRGBTransfer,
      premultipliedAlpha: material.premultipliedAlpha,
      doubleSided: material.side === DoubleSide,
      flipSided: material.side === BackSide,
      useDepthPacking: material.depthPacking >= 0,
      depthPacking: material.depthPacking || 0,
      index0AttributeName: material.index0AttributeName,
      extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has("WEBGL_clip_cull_distance"),
      extensionMultiDraw: (HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH) && extensions.has("WEBGL_multi_draw"),
      rendererExtensionParallelShaderCompile: extensions.has("KHR_parallel_shader_compile"),
      customProgramCacheKey: material.customProgramCacheKey()
    };
    parameters.vertexUv1s = _activeChannels.has(1);
    parameters.vertexUv2s = _activeChannels.has(2);
    parameters.vertexUv3s = _activeChannels.has(3);
    _activeChannels.clear();
    return parameters;
  }
  function getProgramCacheKey(parameters) {
    const array = [];
    if (parameters.shaderID) {
      array.push(parameters.shaderID);
    } else {
      array.push(parameters.customVertexShaderID);
      array.push(parameters.customFragmentShaderID);
    }
    if (parameters.defines !== void 0) {
      for (const name in parameters.defines) {
        array.push(name);
        array.push(parameters.defines[name]);
      }
    }
    if (parameters.isRawShaderMaterial === false) {
      getProgramCacheKeyParameters(array, parameters);
      getProgramCacheKeyBooleans(array, parameters);
      array.push(renderer.outputColorSpace);
    }
    array.push(parameters.customProgramCacheKey);
    return array.join();
  }
  function getProgramCacheKeyParameters(array, parameters) {
    array.push(parameters.precision);
    array.push(parameters.outputColorSpace);
    array.push(parameters.envMapMode);
    array.push(parameters.envMapCubeUVHeight);
    array.push(parameters.mapUv);
    array.push(parameters.alphaMapUv);
    array.push(parameters.lightMapUv);
    array.push(parameters.aoMapUv);
    array.push(parameters.bumpMapUv);
    array.push(parameters.normalMapUv);
    array.push(parameters.displacementMapUv);
    array.push(parameters.emissiveMapUv);
    array.push(parameters.metalnessMapUv);
    array.push(parameters.roughnessMapUv);
    array.push(parameters.anisotropyMapUv);
    array.push(parameters.clearcoatMapUv);
    array.push(parameters.clearcoatNormalMapUv);
    array.push(parameters.clearcoatRoughnessMapUv);
    array.push(parameters.iridescenceMapUv);
    array.push(parameters.iridescenceThicknessMapUv);
    array.push(parameters.sheenColorMapUv);
    array.push(parameters.sheenRoughnessMapUv);
    array.push(parameters.specularMapUv);
    array.push(parameters.specularColorMapUv);
    array.push(parameters.specularIntensityMapUv);
    array.push(parameters.transmissionMapUv);
    array.push(parameters.thicknessMapUv);
    array.push(parameters.combine);
    array.push(parameters.fogExp2);
    array.push(parameters.sizeAttenuation);
    array.push(parameters.morphTargetsCount);
    array.push(parameters.morphAttributeCount);
    array.push(parameters.numDirLights);
    array.push(parameters.numPointLights);
    array.push(parameters.numSpotLights);
    array.push(parameters.numSpotLightMaps);
    array.push(parameters.numHemiLights);
    array.push(parameters.numRectAreaLights);
    array.push(parameters.numDirLightShadows);
    array.push(parameters.numPointLightShadows);
    array.push(parameters.numSpotLightShadows);
    array.push(parameters.numSpotLightShadowsWithMaps);
    array.push(parameters.numLightProbes);
    array.push(parameters.shadowMapType);
    array.push(parameters.toneMapping);
    array.push(parameters.numClippingPlanes);
    array.push(parameters.numClipIntersection);
    array.push(parameters.depthPacking);
  }
  function getProgramCacheKeyBooleans(array, parameters) {
    _programLayers.disableAll();
    if (parameters.instancing)
      _programLayers.enable(0);
    if (parameters.instancingColor)
      _programLayers.enable(1);
    if (parameters.instancingMorph)
      _programLayers.enable(2);
    if (parameters.matcap)
      _programLayers.enable(3);
    if (parameters.envMap)
      _programLayers.enable(4);
    if (parameters.normalMapObjectSpace)
      _programLayers.enable(5);
    if (parameters.normalMapTangentSpace)
      _programLayers.enable(6);
    if (parameters.clearcoat)
      _programLayers.enable(7);
    if (parameters.iridescence)
      _programLayers.enable(8);
    if (parameters.alphaTest)
      _programLayers.enable(9);
    if (parameters.vertexColors)
      _programLayers.enable(10);
    if (parameters.vertexAlphas)
      _programLayers.enable(11);
    if (parameters.vertexUv1s)
      _programLayers.enable(12);
    if (parameters.vertexUv2s)
      _programLayers.enable(13);
    if (parameters.vertexUv3s)
      _programLayers.enable(14);
    if (parameters.vertexTangents)
      _programLayers.enable(15);
    if (parameters.anisotropy)
      _programLayers.enable(16);
    if (parameters.alphaHash)
      _programLayers.enable(17);
    if (parameters.batching)
      _programLayers.enable(18);
    if (parameters.dispersion)
      _programLayers.enable(19);
    if (parameters.batchingColor)
      _programLayers.enable(20);
    if (parameters.gradientMap)
      _programLayers.enable(21);
    array.push(_programLayers.mask);
    _programLayers.disableAll();
    if (parameters.fog)
      _programLayers.enable(0);
    if (parameters.useFog)
      _programLayers.enable(1);
    if (parameters.flatShading)
      _programLayers.enable(2);
    if (parameters.logarithmicDepthBuffer)
      _programLayers.enable(3);
    if (parameters.reversedDepthBuffer)
      _programLayers.enable(4);
    if (parameters.skinning)
      _programLayers.enable(5);
    if (parameters.morphTargets)
      _programLayers.enable(6);
    if (parameters.morphNormals)
      _programLayers.enable(7);
    if (parameters.morphColors)
      _programLayers.enable(8);
    if (parameters.premultipliedAlpha)
      _programLayers.enable(9);
    if (parameters.shadowMapEnabled)
      _programLayers.enable(10);
    if (parameters.doubleSided)
      _programLayers.enable(11);
    if (parameters.flipSided)
      _programLayers.enable(12);
    if (parameters.useDepthPacking)
      _programLayers.enable(13);
    if (parameters.dithering)
      _programLayers.enable(14);
    if (parameters.transmission)
      _programLayers.enable(15);
    if (parameters.sheen)
      _programLayers.enable(16);
    if (parameters.opaque)
      _programLayers.enable(17);
    if (parameters.pointsUvs)
      _programLayers.enable(18);
    if (parameters.decodeVideoTexture)
      _programLayers.enable(19);
    if (parameters.decodeVideoTextureEmissive)
      _programLayers.enable(20);
    if (parameters.alphaToCoverage)
      _programLayers.enable(21);
    array.push(_programLayers.mask);
  }
  function getUniforms(material) {
    const shaderID = shaderIDs[material.type];
    let uniforms;
    if (shaderID) {
      const shader = ShaderLib[shaderID];
      uniforms = UniformsUtils.clone(shader.uniforms);
    } else {
      uniforms = material.uniforms;
    }
    return uniforms;
  }
  function acquireProgram(parameters, cacheKey) {
    let program = programsMap.get(cacheKey);
    if (program !== void 0) {
      ++program.usedTimes;
    } else {
      program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
      programs.push(program);
      programsMap.set(cacheKey, program);
    }
    return program;
  }
  function releaseProgram(program) {
    if (--program.usedTimes === 0) {
      const i = programs.indexOf(program);
      programs[i] = programs[programs.length - 1];
      programs.pop();
      programsMap.delete(program.cacheKey);
      program.destroy();
    }
  }
  function releaseShaderCache(material) {
    _customShaders.remove(material);
  }
  function dispose() {
    _customShaders.dispose();
  }
  return {
    getParameters,
    getProgramCacheKey,
    getUniforms,
    acquireProgram,
    releaseProgram,
    releaseShaderCache,
    // Exposed for resource monitoring & error feedback via renderer.info:
    programs,
    dispose
  };
}
function WebGLProperties() {
  let properties = /* @__PURE__ */ new WeakMap();
  function has(object) {
    return properties.has(object);
  }
  function get(object) {
    let map = properties.get(object);
    if (map === void 0) {
      map = {};
      properties.set(object, map);
    }
    return map;
  }
  function remove(object) {
    properties.delete(object);
  }
  function update(object, key, value) {
    properties.get(object)[key] = value;
  }
  function dispose() {
    properties = /* @__PURE__ */ new WeakMap();
  }
  return {
    has,
    get,
    remove,
    update,
    dispose
  };
}
function painterSortStable(a, b) {
  if (a.groupOrder !== b.groupOrder) {
    return a.groupOrder - b.groupOrder;
  } else if (a.renderOrder !== b.renderOrder) {
    return a.renderOrder - b.renderOrder;
  } else if (a.material.id !== b.material.id) {
    return a.material.id - b.material.id;
  } else if (a.z !== b.z) {
    return a.z - b.z;
  } else {
    return a.id - b.id;
  }
}
function reversePainterSortStable(a, b) {
  if (a.groupOrder !== b.groupOrder) {
    return a.groupOrder - b.groupOrder;
  } else if (a.renderOrder !== b.renderOrder) {
    return a.renderOrder - b.renderOrder;
  } else if (a.z !== b.z) {
    return b.z - a.z;
  } else {
    return a.id - b.id;
  }
}
function WebGLRenderList() {
  const renderItems = [];
  let renderItemsIndex = 0;
  const opaque = [];
  const transmissive = [];
  const transparent = [];
  function init() {
    renderItemsIndex = 0;
    opaque.length = 0;
    transmissive.length = 0;
    transparent.length = 0;
  }
  function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
    let renderItem = renderItems[renderItemsIndex];
    if (renderItem === void 0) {
      renderItem = {
        id: object.id,
        object,
        geometry,
        material,
        groupOrder,
        renderOrder: object.renderOrder,
        z,
        group
      };
      renderItems[renderItemsIndex] = renderItem;
    } else {
      renderItem.id = object.id;
      renderItem.object = object;
      renderItem.geometry = geometry;
      renderItem.material = material;
      renderItem.groupOrder = groupOrder;
      renderItem.renderOrder = object.renderOrder;
      renderItem.z = z;
      renderItem.group = group;
    }
    renderItemsIndex++;
    return renderItem;
  }
  function push(object, geometry, material, groupOrder, z, group) {
    const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
    if (material.transmission > 0) {
      transmissive.push(renderItem);
    } else if (material.transparent === true) {
      transparent.push(renderItem);
    } else {
      opaque.push(renderItem);
    }
  }
  function unshift(object, geometry, material, groupOrder, z, group) {
    const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
    if (material.transmission > 0) {
      transmissive.unshift(renderItem);
    } else if (material.transparent === true) {
      transparent.unshift(renderItem);
    } else {
      opaque.unshift(renderItem);
    }
  }
  function sort(customOpaqueSort, customTransparentSort) {
    if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
    if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable);
    if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
  }
  function finish() {
    for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {
      const renderItem = renderItems[i];
      if (renderItem.id === null) break;
      renderItem.id = null;
      renderItem.object = null;
      renderItem.geometry = null;
      renderItem.material = null;
      renderItem.group = null;
    }
  }
  return {
    opaque,
    transmissive,
    transparent,
    init,
    push,
    unshift,
    finish,
    sort
  };
}
function WebGLRenderLists() {
  let lists = /* @__PURE__ */ new WeakMap();
  function get(scene, renderCallDepth) {
    const listArray = lists.get(scene);
    let list;
    if (listArray === void 0) {
      list = new WebGLRenderList();
      lists.set(scene, [list]);
    } else {
      if (renderCallDepth >= listArray.length) {
        list = new WebGLRenderList();
        listArray.push(list);
      } else {
        list = listArray[renderCallDepth];
      }
    }
    return list;
  }
  function dispose() {
    lists = /* @__PURE__ */ new WeakMap();
  }
  return {
    get,
    dispose
  };
}
function UniformsCache() {
  const lights = {};
  return {
    get: function(light) {
      if (lights[light.id] !== void 0) {
        return lights[light.id];
      }
      let uniforms;
      switch (light.type) {
        case "DirectionalLight":
          uniforms = {
            direction: new Vector3(),
            color: new Color()
          };
          break;
        case "SpotLight":
          uniforms = {
            position: new Vector3(),
            direction: new Vector3(),
            color: new Color(),
            distance: 0,
            coneCos: 0,
            penumbraCos: 0,
            decay: 0
          };
          break;
        case "PointLight":
          uniforms = {
            position: new Vector3(),
            color: new Color(),
            distance: 0,
            decay: 0
          };
          break;
        case "HemisphereLight":
          uniforms = {
            direction: new Vector3(),
            skyColor: new Color(),
            groundColor: new Color()
          };
          break;
        case "RectAreaLight":
          uniforms = {
            color: new Color(),
            position: new Vector3(),
            halfWidth: new Vector3(),
            halfHeight: new Vector3()
          };
          break;
      }
      lights[light.id] = uniforms;
      return uniforms;
    }
  };
}
function ShadowUniformsCache() {
  const lights = {};
  return {
    get: function(light) {
      if (lights[light.id] !== void 0) {
        return lights[light.id];
      }
      let uniforms;
      switch (light.type) {
        case "DirectionalLight":
          uniforms = {
            shadowIntensity: 1,
            shadowBias: 0,
            shadowNormalBias: 0,
            shadowRadius: 1,
            shadowMapSize: new Vector2()
          };
          break;
        case "SpotLight":
          uniforms = {
            shadowIntensity: 1,
            shadowBias: 0,
            shadowNormalBias: 0,
            shadowRadius: 1,
            shadowMapSize: new Vector2()
          };
          break;
        case "PointLight":
          uniforms = {
            shadowIntensity: 1,
            shadowBias: 0,
            shadowNormalBias: 0,
            shadowRadius: 1,
            shadowMapSize: new Vector2(),
            shadowCameraNear: 1,
            shadowCameraFar: 1e3
          };
          break;
      }
      lights[light.id] = uniforms;
      return uniforms;
    }
  };
}
var nextVersion = 0;
function shadowCastingAndTexturingLightsFirst(lightA, lightB) {
  return (lightB.castShadow ? 2 : 0) - (lightA.castShadow ? 2 : 0) + (lightB.map ? 1 : 0) - (lightA.map ? 1 : 0);
}
function WebGLLights(extensions) {
  const cache = new UniformsCache();
  const shadowCache = ShadowUniformsCache();
  const state = {
    version: 0,
    hash: {
      directionalLength: -1,
      pointLength: -1,
      spotLength: -1,
      rectAreaLength: -1,
      hemiLength: -1,
      numDirectionalShadows: -1,
      numPointShadows: -1,
      numSpotShadows: -1,
      numSpotMaps: -1,
      numLightProbes: -1
    },
    ambient: [0, 0, 0],
    probe: [],
    directional: [],
    directionalShadow: [],
    directionalShadowMap: [],
    directionalShadowMatrix: [],
    spot: [],
    spotLightMap: [],
    spotShadow: [],
    spotShadowMap: [],
    spotLightMatrix: [],
    rectArea: [],
    rectAreaLTC1: null,
    rectAreaLTC2: null,
    point: [],
    pointShadow: [],
    pointShadowMap: [],
    pointShadowMatrix: [],
    hemi: [],
    numSpotLightShadowsWithMaps: 0,
    numLightProbes: 0
  };
  for (let i = 0; i < 9; i++) state.probe.push(new Vector3());
  const vector3 = new Vector3();
  const matrix4 = new Matrix4();
  const matrix42 = new Matrix4();
  function setup(lights) {
    let r = 0, g = 0, b = 0;
    for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0);
    let directionalLength = 0;
    let pointLength = 0;
    let spotLength = 0;
    let rectAreaLength = 0;
    let hemiLength = 0;
    let numDirectionalShadows = 0;
    let numPointShadows = 0;
    let numSpotShadows = 0;
    let numSpotMaps = 0;
    let numSpotShadowsWithMaps = 0;
    let numLightProbes = 0;
    lights.sort(shadowCastingAndTexturingLightsFirst);
    for (let i = 0, l = lights.length; i < l; i++) {
      const light = lights[i];
      const color = light.color;
      const intensity = light.intensity;
      const distance = light.distance;
      let shadowMap = null;
      if (light.shadow && light.shadow.map) {
        if (light.shadow.map.texture.format === RGFormat) {
          shadowMap = light.shadow.map.texture;
        } else {
          shadowMap = light.shadow.map.depthTexture || light.shadow.map.texture;
        }
      }
      if (light.isAmbientLight) {
        r += color.r * intensity;
        g += color.g * intensity;
        b += color.b * intensity;
      } else if (light.isLightProbe) {
        for (let j = 0; j < 9; j++) {
          state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
        }
        numLightProbes++;
      } else if (light.isDirectionalLight) {
        const uniforms = cache.get(light);
        uniforms.color.copy(light.color).multiplyScalar(light.intensity);
        if (light.castShadow) {
          const shadow = light.shadow;
          const shadowUniforms = shadowCache.get(light);
          shadowUniforms.shadowIntensity = shadow.intensity;
          shadowUniforms.shadowBias = shadow.bias;
          shadowUniforms.shadowNormalBias = shadow.normalBias;
          shadowUniforms.shadowRadius = shadow.radius;
          shadowUniforms.shadowMapSize = shadow.mapSize;
          state.directionalShadow[directionalLength] = shadowUniforms;
          state.directionalShadowMap[directionalLength] = shadowMap;
          state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
          numDirectionalShadows++;
        }
        state.directional[directionalLength] = uniforms;
        directionalLength++;
      } else if (light.isSpotLight) {
        const uniforms = cache.get(light);
        uniforms.position.setFromMatrixPosition(light.matrixWorld);
        uniforms.color.copy(color).multiplyScalar(intensity);
        uniforms.distance = distance;
        uniforms.coneCos = Math.cos(light.angle);
        uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
        uniforms.decay = light.decay;
        state.spot[spotLength] = uniforms;
        const shadow = light.shadow;
        if (light.map) {
          state.spotLightMap[numSpotMaps] = light.map;
          numSpotMaps++;
          shadow.updateMatrices(light);
          if (light.castShadow) numSpotShadowsWithMaps++;
        }
        state.spotLightMatrix[spotLength] = shadow.matrix;
        if (light.castShadow) {
          const shadowUniforms = shadowCache.get(light);
          shadowUniforms.shadowIntensity = shadow.intensity;
          shadowUniforms.shadowBias = shadow.bias;
          shadowUniforms.shadowNormalBias = shadow.normalBias;
          shadowUniforms.shadowRadius = shadow.radius;
          shadowUniforms.shadowMapSize = shadow.mapSize;
          state.spotShadow[spotLength] = shadowUniforms;
          state.spotShadowMap[spotLength] = shadowMap;
          numSpotShadows++;
        }
        spotLength++;
      } else if (light.isRectAreaLight) {
        const uniforms = cache.get(light);
        uniforms.color.copy(color).multiplyScalar(intensity);
        uniforms.halfWidth.set(light.width * 0.5, 0, 0);
        uniforms.halfHeight.set(0, light.height * 0.5, 0);
        state.rectArea[rectAreaLength] = uniforms;
        rectAreaLength++;
      } else if (light.isPointLight) {
        const uniforms = cache.get(light);
        uniforms.color.copy(light.color).multiplyScalar(light.intensity);
        uniforms.distance = light.distance;
        uniforms.decay = light.decay;
        if (light.castShadow) {
          const shadow = light.shadow;
          const shadowUniforms = shadowCache.get(light);
          shadowUniforms.shadowIntensity = shadow.intensity;
          shadowUniforms.shadowBias = shadow.bias;
          shadowUniforms.shadowNormalBias = shadow.normalBias;
          shadowUniforms.shadowRadius = shadow.radius;
          shadowUniforms.shadowMapSize = shadow.mapSize;
          shadowUniforms.shadowCameraNear = shadow.camera.near;
          shadowUniforms.shadowCameraFar = shadow.camera.far;
          state.pointShadow[pointLength] = shadowUniforms;
          state.pointShadowMap[pointLength] = shadowMap;
          state.pointShadowMatrix[pointLength] = light.shadow.matrix;
          numPointShadows++;
        }
        state.point[pointLength] = uniforms;
        pointLength++;
      } else if (light.isHemisphereLight) {
        const uniforms = cache.get(light);
        uniforms.skyColor.copy(light.color).multiplyScalar(intensity);
        uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity);
        state.hemi[hemiLength] = uniforms;
        hemiLength++;
      }
    }
    if (rectAreaLength > 0) {
      if (extensions.has("OES_texture_float_linear") === true) {
        state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
        state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
      } else {
        state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
        state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
      }
    }
    state.ambient[0] = r;
    state.ambient[1] = g;
    state.ambient[2] = b;
    const hash = state.hash;
    if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows || hash.numSpotMaps !== numSpotMaps || hash.numLightProbes !== numLightProbes) {
      state.directional.length = directionalLength;
      state.spot.length = spotLength;
      state.rectArea.length = rectAreaLength;
      state.point.length = pointLength;
      state.hemi.length = hemiLength;
      state.directionalShadow.length = numDirectionalShadows;
      state.directionalShadowMap.length = numDirectionalShadows;
      state.pointShadow.length = numPointShadows;
      state.pointShadowMap.length = numPointShadows;
      state.spotShadow.length = numSpotShadows;
      state.spotShadowMap.length = numSpotShadows;
      state.directionalShadowMatrix.length = numDirectionalShadows;
      state.pointShadowMatrix.length = numPointShadows;
      state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
      state.spotLightMap.length = numSpotMaps;
      state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
      state.numLightProbes = numLightProbes;
      hash.directionalLength = directionalLength;
      hash.pointLength = pointLength;
      hash.spotLength = spotLength;
      hash.rectAreaLength = rectAreaLength;
      hash.hemiLength = hemiLength;
      hash.numDirectionalShadows = numDirectionalShadows;
      hash.numPointShadows = numPointShadows;
      hash.numSpotShadows = numSpotShadows;
      hash.numSpotMaps = numSpotMaps;
      hash.numLightProbes = numLightProbes;
      state.version = nextVersion++;
    }
  }
  function setupView(lights, camera) {
    let directionalLength = 0;
    let pointLength = 0;
    let spotLength = 0;
    let rectAreaLength = 0;
    let hemiLength = 0;
    const viewMatrix = camera.matrixWorldInverse;
    for (let i = 0, l = lights.length; i < l; i++) {
      const light = lights[i];
      if (light.isDirectionalLight) {
        const uniforms = state.directional[directionalLength];
        uniforms.direction.setFromMatrixPosition(light.matrixWorld);
        vector3.setFromMatrixPosition(light.target.matrixWorld);
        uniforms.direction.sub(vector3);
        uniforms.direction.transformDirection(viewMatrix);
        directionalLength++;
      } else if (light.isSpotLight) {
        const uniforms = state.spot[spotLength];
        uniforms.position.setFromMatrixPosition(light.matrixWorld);
        uniforms.position.applyMatrix4(viewMatrix);
        uniforms.direction.setFromMatrixPosition(light.matrixWorld);
        vector3.setFromMatrixPosition(light.target.matrixWorld);
        uniforms.direction.sub(vector3);
        uniforms.direction.transformDirection(viewMatrix);
        spotLength++;
      } else if (light.isRectAreaLight) {
        const uniforms = state.rectArea[rectAreaLength];
        uniforms.position.setFromMatrixPosition(light.matrixWorld);
        uniforms.position.applyMatrix4(viewMatrix);
        matrix42.identity();
        matrix4.copy(light.matrixWorld);
        matrix4.premultiply(viewMatrix);
        matrix42.extractRotation(matrix4);
        uniforms.halfWidth.set(light.width * 0.5, 0, 0);
        uniforms.halfHeight.set(0, light.height * 0.5, 0);
        uniforms.halfWidth.applyMatrix4(matrix42);
        uniforms.halfHeight.applyMatrix4(matrix42);
        rectAreaLength++;
      } else if (light.isPointLight) {
        const uniforms = state.point[pointLength];
        uniforms.position.setFromMatrixPosition(light.matrixWorld);
        uniforms.position.applyMatrix4(viewMatrix);
        pointLength++;
      } else if (light.isHemisphereLight) {
        const uniforms = state.hemi[hemiLength];
        uniforms.direction.setFromMatrixPosition(light.matrixWorld);
        uniforms.direction.transformDirection(viewMatrix);
        hemiLength++;
      }
    }
  }
  return {
    setup,
    setupView,
    state
  };
}
function WebGLRenderState(extensions) {
  const lights = new WebGLLights(extensions);
  const lightsArray = [];
  const shadowsArray = [];
  function init(camera) {
    state.camera = camera;
    lightsArray.length = 0;
    shadowsArray.length = 0;
  }
  function pushLight(light) {
    lightsArray.push(light);
  }
  function pushShadow(shadowLight) {
    shadowsArray.push(shadowLight);
  }
  function setupLights() {
    lights.setup(lightsArray);
  }
  function setupLightsView(camera) {
    lights.setupView(lightsArray, camera);
  }
  const state = {
    lightsArray,
    shadowsArray,
    camera: null,
    lights,
    transmissionRenderTarget: {}
  };
  return {
    init,
    state,
    setupLights,
    setupLightsView,
    pushLight,
    pushShadow
  };
}
function WebGLRenderStates(extensions) {
  let renderStates = /* @__PURE__ */ new WeakMap();
  function get(scene, renderCallDepth = 0) {
    const renderStateArray = renderStates.get(scene);
    let renderState;
    if (renderStateArray === void 0) {
      renderState = new WebGLRenderState(extensions);
      renderStates.set(scene, [renderState]);
    } else {
      if (renderCallDepth >= renderStateArray.length) {
        renderState = new WebGLRenderState(extensions);
        renderStateArray.push(renderState);
      } else {
        renderState = renderStateArray[renderCallDepth];
      }
    }
    return renderState;
  }
  function dispose() {
    renderStates = /* @__PURE__ */ new WeakMap();
  }
  return {
    get,
    dispose
  };
}
var vertex = "void main() {\n	gl_Position = vec4( position, 1.0 );\n}";
var fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nvoid main() {\n	const float samples = float( VSM_SAMPLES );\n	float mean = 0.0;\n	float squared_mean = 0.0;\n	float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n	float uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n	for ( float i = 0.0; i < samples; i ++ ) {\n		float uvOffset = uvStart + i * uvStride;\n		#ifdef HORIZONTAL_PASS\n			vec2 distribution = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;\n			mean += distribution.x;\n			squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n		#else\n			float depth = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;\n			mean += depth;\n			squared_mean += depth * depth;\n		#endif\n	}\n	mean = mean / samples;\n	squared_mean = squared_mean / samples;\n	float std_dev = sqrt( max( 0.0, squared_mean - mean * mean ) );\n	gl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );\n}";
var _cubeDirections = [
  new Vector3(1, 0, 0),
  new Vector3(-1, 0, 0),
  new Vector3(0, 1, 0),
  new Vector3(0, -1, 0),
  new Vector3(0, 0, 1),
  new Vector3(0, 0, -1)
];
var _cubeUps = [
  new Vector3(0, -1, 0),
  new Vector3(0, -1, 0),
  new Vector3(0, 0, 1),
  new Vector3(0, 0, -1),
  new Vector3(0, -1, 0),
  new Vector3(0, -1, 0)
];
var _projScreenMatrix2 = new Matrix4();
var _lightPositionWorld2 = new Vector3();
var _lookTarget2 = new Vector3();
function WebGLShadowMap(renderer, objects, capabilities) {
  let _frustum2 = new Frustum();
  const _shadowMapSize = new Vector2(), _viewportSize = new Vector2(), _viewport = new Vector4(), _depthMaterial = new MeshDepthMaterial(), _distanceMaterial = new MeshDistanceMaterial(), _materialCache = {}, _maxTextureSize = capabilities.maxTextureSize;
  const shadowSide = { [FrontSide]: BackSide, [BackSide]: FrontSide, [DoubleSide]: DoubleSide };
  const shadowMaterialVertical = new ShaderMaterial({
    defines: {
      VSM_SAMPLES: 8
    },
    uniforms: {
      shadow_pass: { value: null },
      resolution: { value: new Vector2() },
      radius: { value: 4 }
    },
    vertexShader: vertex,
    fragmentShader: fragment
  });
  const shadowMaterialHorizontal = shadowMaterialVertical.clone();
  shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
  const fullScreenTri = new BufferGeometry();
  fullScreenTri.setAttribute(
    "position",
    new BufferAttribute(
      new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]),
      3
    )
  );
  const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
  const scope = this;
  this.enabled = false;
  this.autoUpdate = true;
  this.needsUpdate = false;
  this.type = PCFShadowMap;
  let _previousType = this.type;
  this.render = function(lights, scene, camera) {
    if (scope.enabled === false) return;
    if (scope.autoUpdate === false && scope.needsUpdate === false) return;
    if (lights.length === 0) return;
    if (lights.type === PCFSoftShadowMap) {
      warn("WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.");
      lights.type = PCFShadowMap;
    }
    const currentRenderTarget = renderer.getRenderTarget();
    const activeCubeFace = renderer.getActiveCubeFace();
    const activeMipmapLevel = renderer.getActiveMipmapLevel();
    const _state = renderer.state;
    _state.setBlending(NoBlending);
    if (_state.buffers.depth.getReversed() === true) {
      _state.buffers.color.setClear(0, 0, 0, 0);
    } else {
      _state.buffers.color.setClear(1, 1, 1, 1);
    }
    _state.buffers.depth.setTest(true);
    _state.setScissorTest(false);
    const typeChanged = _previousType !== this.type;
    if (typeChanged) {
      scene.traverse(function(object) {
        if (object.material) {
          if (Array.isArray(object.material)) {
            object.material.forEach((mat) => mat.needsUpdate = true);
          } else {
            object.material.needsUpdate = true;
          }
        }
      });
    }
    for (let i = 0, il = lights.length; i < il; i++) {
      const light = lights[i];
      const shadow = light.shadow;
      if (shadow === void 0) {
        warn("WebGLShadowMap:", light, "has no shadow.");
        continue;
      }
      if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
      _shadowMapSize.copy(shadow.mapSize);
      const shadowFrameExtents = shadow.getFrameExtents();
      _shadowMapSize.multiply(shadowFrameExtents);
      _viewportSize.copy(shadow.mapSize);
      if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {
        if (_shadowMapSize.x > _maxTextureSize) {
          _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x);
          _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
          shadow.mapSize.x = _viewportSize.x;
        }
        if (_shadowMapSize.y > _maxTextureSize) {
          _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y);
          _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
          shadow.mapSize.y = _viewportSize.y;
        }
      }
      if (shadow.map === null || typeChanged === true) {
        if (shadow.map !== null) {
          if (shadow.map.depthTexture !== null) {
            shadow.map.depthTexture.dispose();
            shadow.map.depthTexture = null;
          }
          shadow.map.dispose();
        }
        if (this.type === VSMShadowMap) {
          if (light.isPointLight) {
            warn("WebGLShadowMap: VSM shadow maps are not supported for PointLights. Use PCF or BasicShadowMap instead.");
            continue;
          }
          shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, {
            format: RGFormat,
            type: HalfFloatType,
            minFilter: LinearFilter,
            magFilter: LinearFilter,
            generateMipmaps: false
          });
          shadow.map.texture.name = light.name + ".shadowMap";
          shadow.map.depthTexture = new DepthTexture(_shadowMapSize.x, _shadowMapSize.y, FloatType);
          shadow.map.depthTexture.name = light.name + ".shadowMapDepth";
          shadow.map.depthTexture.format = DepthFormat;
          shadow.map.depthTexture.compareFunction = null;
          shadow.map.depthTexture.minFilter = NearestFilter;
          shadow.map.depthTexture.magFilter = NearestFilter;
        } else {
          if (light.isPointLight) {
            shadow.map = new WebGLCubeRenderTarget(_shadowMapSize.x);
            shadow.map.depthTexture = new CubeDepthTexture(_shadowMapSize.x, UnsignedIntType);
          } else {
            shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y);
            shadow.map.depthTexture = new DepthTexture(_shadowMapSize.x, _shadowMapSize.y, UnsignedIntType);
          }
          shadow.map.depthTexture.name = light.name + ".shadowMap";
          shadow.map.depthTexture.format = DepthFormat;
          const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
          if (this.type === PCFShadowMap) {
            shadow.map.depthTexture.compareFunction = reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare;
            shadow.map.depthTexture.minFilter = LinearFilter;
            shadow.map.depthTexture.magFilter = LinearFilter;
          } else {
            shadow.map.depthTexture.compareFunction = null;
            shadow.map.depthTexture.minFilter = NearestFilter;
            shadow.map.depthTexture.magFilter = NearestFilter;
          }
        }
        shadow.camera.updateProjectionMatrix();
      }
      const faceCount = shadow.map.isWebGLCubeRenderTarget ? 6 : 1;
      for (let face = 0; face < faceCount; face++) {
        if (shadow.map.isWebGLCubeRenderTarget) {
          renderer.setRenderTarget(shadow.map, face);
          renderer.clear();
        } else {
          if (face === 0) {
            renderer.setRenderTarget(shadow.map);
            renderer.clear();
          }
          const viewport = shadow.getViewport(face);
          _viewport.set(
            _viewportSize.x * viewport.x,
            _viewportSize.y * viewport.y,
            _viewportSize.x * viewport.z,
            _viewportSize.y * viewport.w
          );
          _state.viewport(_viewport);
        }
        if (light.isPointLight) {
          const camera2 = shadow.camera;
          const shadowMatrix = shadow.matrix;
          const far = light.distance || camera2.far;
          if (far !== camera2.far) {
            camera2.far = far;
            camera2.updateProjectionMatrix();
          }
          _lightPositionWorld2.setFromMatrixPosition(light.matrixWorld);
          camera2.position.copy(_lightPositionWorld2);
          _lookTarget2.copy(camera2.position);
          _lookTarget2.add(_cubeDirections[face]);
          camera2.up.copy(_cubeUps[face]);
          camera2.lookAt(_lookTarget2);
          camera2.updateMatrixWorld();
          shadowMatrix.makeTranslation(-_lightPositionWorld2.x, -_lightPositionWorld2.y, -_lightPositionWorld2.z);
          _projScreenMatrix2.multiplyMatrices(camera2.projectionMatrix, camera2.matrixWorldInverse);
          shadow._frustum.setFromProjectionMatrix(_projScreenMatrix2, camera2.coordinateSystem, camera2.reversedDepth);
        } else {
          shadow.updateMatrices(light);
        }
        _frustum2 = shadow.getFrustum();
        renderObject(scene, camera, shadow.camera, light, this.type);
      }
      if (shadow.isPointLightShadow !== true && this.type === VSMShadowMap) {
        VSMPass(shadow, camera);
      }
      shadow.needsUpdate = false;
    }
    _previousType = this.type;
    scope.needsUpdate = false;
    renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
  };
  function VSMPass(shadow, camera) {
    const geometry = objects.update(fullScreenMesh);
    if (shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples) {
      shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
      shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;
      shadowMaterialVertical.needsUpdate = true;
      shadowMaterialHorizontal.needsUpdate = true;
    }
    if (shadow.mapPass === null) {
      shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, {
        format: RGFormat,
        type: HalfFloatType
      });
    }
    shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.depthTexture;
    shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
    shadowMaterialVertical.uniforms.radius.value = shadow.radius;
    renderer.setRenderTarget(shadow.mapPass);
    renderer.clear();
    renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null);
    shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
    shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
    shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
    renderer.setRenderTarget(shadow.map);
    renderer.clear();
    renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
  }
  function getDepthMaterial(object, material, light, type) {
    let result = null;
    const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial;
    if (customMaterial !== void 0) {
      result = customMaterial;
    } else {
      result = light.isPointLight === true ? _distanceMaterial : _depthMaterial;
      if (renderer.localClippingEnabled && material.clipShadows === true && Array.isArray(material.clippingPlanes) && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0 || material.map && material.alphaTest > 0 || material.alphaToCoverage === true) {
        const keyA = result.uuid, keyB = material.uuid;
        let materialsForVariant = _materialCache[keyA];
        if (materialsForVariant === void 0) {
          materialsForVariant = {};
          _materialCache[keyA] = materialsForVariant;
        }
        let cachedMaterial = materialsForVariant[keyB];
        if (cachedMaterial === void 0) {
          cachedMaterial = result.clone();
          materialsForVariant[keyB] = cachedMaterial;
          material.addEventListener("dispose", onMaterialDispose);
        }
        result = cachedMaterial;
      }
    }
    result.visible = material.visible;
    result.wireframe = material.wireframe;
    if (type === VSMShadowMap) {
      result.side = material.shadowSide !== null ? material.shadowSide : material.side;
    } else {
      result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
    }
    result.alphaMap = material.alphaMap;
    result.alphaTest = material.alphaToCoverage === true ? 0.5 : material.alphaTest;
    result.map = material.map;
    result.clipShadows = material.clipShadows;
    result.clippingPlanes = material.clippingPlanes;
    result.clipIntersection = material.clipIntersection;
    result.displacementMap = material.displacementMap;
    result.displacementScale = material.displacementScale;
    result.displacementBias = material.displacementBias;
    result.wireframeLinewidth = material.wireframeLinewidth;
    result.linewidth = material.linewidth;
    if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
      const materialProperties = renderer.properties.get(result);
      materialProperties.light = light;
    }
    return result;
  }
  function renderObject(object, camera, shadowCamera, light, type) {
    if (object.visible === false) return;
    const visible = object.layers.test(camera.layers);
    if (visible && (object.isMesh || object.isLine || object.isPoints)) {
      if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum2.intersectsObject(object))) {
        object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
        const geometry = objects.update(object);
        const material = object.material;
        if (Array.isArray(material)) {
          const groups = geometry.groups;
          for (let k = 0, kl = groups.length; k < kl; k++) {
            const group = groups[k];
            const groupMaterial = material[group.materialIndex];
            if (groupMaterial && groupMaterial.visible) {
              const depthMaterial = getDepthMaterial(object, groupMaterial, light, type);
              object.onBeforeShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial, group);
              renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
              object.onAfterShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial, group);
            }
          }
        } else if (material.visible) {
          const depthMaterial = getDepthMaterial(object, material, light, type);
          object.onBeforeShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial, null);
          renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
          object.onAfterShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial, null);
        }
      }
    }
    const children = object.children;
    for (let i = 0, l = children.length; i < l; i++) {
      renderObject(children[i], camera, shadowCamera, light, type);
    }
  }
  function onMaterialDispose(event) {
    const material = event.target;
    material.removeEventListener("dispose", onMaterialDispose);
    for (const id in _materialCache) {
      const cache = _materialCache[id];
      const uuid = event.target.uuid;
      if (uuid in cache) {
        const shadowMaterial = cache[uuid];
        shadowMaterial.dispose();
        delete cache[uuid];
      }
    }
  }
}
var reversedFuncs = {
  [NeverDepth]: AlwaysDepth,
  [LessDepth]: GreaterDepth,
  [EqualDepth]: NotEqualDepth,
  [LessEqualDepth]: GreaterEqualDepth,
  [AlwaysDepth]: NeverDepth,
  [GreaterDepth]: LessDepth,
  [NotEqualDepth]: EqualDepth,
  [GreaterEqualDepth]: LessEqualDepth
};
function WebGLState(gl, extensions) {
  function ColorBuffer() {
    let locked = false;
    const color = new Vector4();
    let currentColorMask = null;
    const currentColorClear = new Vector4(0, 0, 0, 0);
    return {
      setMask: function(colorMask) {
        if (currentColorMask !== colorMask && !locked) {
          gl.colorMask(colorMask, colorMask, colorMask, colorMask);
          currentColorMask = colorMask;
        }
      },
      setLocked: function(lock) {
        locked = lock;
      },
      setClear: function(r, g, b, a, premultipliedAlpha) {
        if (premultipliedAlpha === true) {
          r *= a;
          g *= a;
          b *= a;
        }
        color.set(r, g, b, a);
        if (currentColorClear.equals(color) === false) {
          gl.clearColor(r, g, b, a);
          currentColorClear.copy(color);
        }
      },
      reset: function() {
        locked = false;
        currentColorMask = null;
        currentColorClear.set(-1, 0, 0, 0);
      }
    };
  }
  function DepthBuffer() {
    let locked = false;
    let currentReversed = false;
    let currentDepthMask = null;
    let currentDepthFunc = null;
    let currentDepthClear = null;
    return {
      setReversed: function(reversed) {
        if (currentReversed !== reversed) {
          const ext = extensions.get("EXT_clip_control");
          if (reversed) {
            ext.clipControlEXT(ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT);
          } else {
            ext.clipControlEXT(ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT);
          }
          currentReversed = reversed;
          const oldDepth = currentDepthClear;
          currentDepthClear = null;
          this.setClear(oldDepth);
        }
      },
      getReversed: function() {
        return currentReversed;
      },
      setTest: function(depthTest) {
        if (depthTest) {
          enable(gl.DEPTH_TEST);
        } else {
          disable(gl.DEPTH_TEST);
        }
      },
      setMask: function(depthMask) {
        if (currentDepthMask !== depthMask && !locked) {
          gl.depthMask(depthMask);
          currentDepthMask = depthMask;
        }
      },
      setFunc: function(depthFunc) {
        if (currentReversed) depthFunc = reversedFuncs[depthFunc];
        if (currentDepthFunc !== depthFunc) {
          switch (depthFunc) {
            case NeverDepth:
              gl.depthFunc(gl.NEVER);
              break;
            case AlwaysDepth:
              gl.depthFunc(gl.ALWAYS);
              break;
            case LessDepth:
              gl.depthFunc(gl.LESS);
              break;
            case LessEqualDepth:
              gl.depthFunc(gl.LEQUAL);
              break;
            case EqualDepth:
              gl.depthFunc(gl.EQUAL);
              break;
            case GreaterEqualDepth:
              gl.depthFunc(gl.GEQUAL);
              break;
            case GreaterDepth:
              gl.depthFunc(gl.GREATER);
              break;
            case NotEqualDepth:
              gl.depthFunc(gl.NOTEQUAL);
              break;
            default:
              gl.depthFunc(gl.LEQUAL);
          }
          currentDepthFunc = depthFunc;
        }
      },
      setLocked: function(lock) {
        locked = lock;
      },
      setClear: function(depth) {
        if (currentDepthClear !== depth) {
          if (currentReversed) {
            depth = 1 - depth;
          }
          gl.clearDepth(depth);
          currentDepthClear = depth;
        }
      },
      reset: function() {
        locked = false;
        currentDepthMask = null;
        currentDepthFunc = null;
        currentDepthClear = null;
        currentReversed = false;
      }
    };
  }
  function StencilBuffer() {
    let locked = false;
    let currentStencilMask = null;
    let currentStencilFunc = null;
    let currentStencilRef = null;
    let currentStencilFuncMask = null;
    let currentStencilFail = null;
    let currentStencilZFail = null;
    let currentStencilZPass = null;
    let currentStencilClear = null;
    return {
      setTest: function(stencilTest) {
        if (!locked) {
          if (stencilTest) {
            enable(gl.STENCIL_TEST);
          } else {
            disable(gl.STENCIL_TEST);
          }
        }
      },
      setMask: function(stencilMask) {
        if (currentStencilMask !== stencilMask && !locked) {
          gl.stencilMask(stencilMask);
          currentStencilMask = stencilMask;
        }
      },
      setFunc: function(stencilFunc, stencilRef, stencilMask) {
        if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {
          gl.stencilFunc(stencilFunc, stencilRef, stencilMask);
          currentStencilFunc = stencilFunc;
          currentStencilRef = stencilRef;
          currentStencilFuncMask = stencilMask;
        }
      },
      setOp: function(stencilFail, stencilZFail, stencilZPass) {
        if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {
          gl.stencilOp(stencilFail, stencilZFail, stencilZPass);
          currentStencilFail = stencilFail;
          currentStencilZFail = stencilZFail;
          currentStencilZPass = stencilZPass;
        }
      },
      setLocked: function(lock) {
        locked = lock;
      },
      setClear: function(stencil) {
        if (currentStencilClear !== stencil) {
          gl.clearStencil(stencil);
          currentStencilClear = stencil;
        }
      },
      reset: function() {
        locked = false;
        currentStencilMask = null;
        currentStencilFunc = null;
        currentStencilRef = null;
        currentStencilFuncMask = null;
        currentStencilFail = null;
        currentStencilZFail = null;
        currentStencilZPass = null;
        currentStencilClear = null;
      }
    };
  }
  const colorBuffer = new ColorBuffer();
  const depthBuffer = new DepthBuffer();
  const stencilBuffer = new StencilBuffer();
  const uboBindings = /* @__PURE__ */ new WeakMap();
  const uboProgramMap = /* @__PURE__ */ new WeakMap();
  let enabledCapabilities = {};
  let currentBoundFramebuffers = {};
  let currentDrawbuffers = /* @__PURE__ */ new WeakMap();
  let defaultDrawbuffers = [];
  let currentProgram = null;
  let currentBlendingEnabled = false;
  let currentBlending = null;
  let currentBlendEquation = null;
  let currentBlendSrc = null;
  let currentBlendDst = null;
  let currentBlendEquationAlpha = null;
  let currentBlendSrcAlpha = null;
  let currentBlendDstAlpha = null;
  let currentBlendColor = new Color(0, 0, 0);
  let currentBlendAlpha = 0;
  let currentPremultipledAlpha = false;
  let currentFlipSided = null;
  let currentCullFace = null;
  let currentLineWidth = null;
  let currentPolygonOffsetFactor = null;
  let currentPolygonOffsetUnits = null;
  const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  let lineWidthAvailable = false;
  let version = 0;
  const glVersion = gl.getParameter(gl.VERSION);
  if (glVersion.indexOf("WebGL") !== -1) {
    version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
    lineWidthAvailable = version >= 1;
  } else if (glVersion.indexOf("OpenGL ES") !== -1) {
    version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
    lineWidthAvailable = version >= 2;
  }
  let currentTextureSlot = null;
  let currentBoundTextures = {};
  const scissorParam = gl.getParameter(gl.SCISSOR_BOX);
  const viewportParam = gl.getParameter(gl.VIEWPORT);
  const currentScissor = new Vector4().fromArray(scissorParam);
  const currentViewport = new Vector4().fromArray(viewportParam);
  function createTexture(type, target, count, dimensions) {
    const data = new Uint8Array(4);
    const texture = gl.createTexture();
    gl.bindTexture(type, texture);
    gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    for (let i = 0; i < count; i++) {
      if (type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY) {
        gl.texImage3D(target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
      } else {
        gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
      }
    }
    return texture;
  }
  const emptyTextures = {};
  emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1);
  emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6);
  emptyTextures[gl.TEXTURE_2D_ARRAY] = createTexture(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1);
  emptyTextures[gl.TEXTURE_3D] = createTexture(gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1);
  colorBuffer.setClear(0, 0, 0, 1);
  depthBuffer.setClear(1);
  stencilBuffer.setClear(0);
  enable(gl.DEPTH_TEST);
  depthBuffer.setFunc(LessEqualDepth);
  setFlipSided(false);
  setCullFace(CullFaceBack);
  enable(gl.CULL_FACE);
  setBlending(NoBlending);
  function enable(id) {
    if (enabledCapabilities[id] !== true) {
      gl.enable(id);
      enabledCapabilities[id] = true;
    }
  }
  function disable(id) {
    if (enabledCapabilities[id] !== false) {
      gl.disable(id);
      enabledCapabilities[id] = false;
    }
  }
  function bindFramebuffer(target, framebuffer) {
    if (currentBoundFramebuffers[target] !== framebuffer) {
      gl.bindFramebuffer(target, framebuffer);
      currentBoundFramebuffers[target] = framebuffer;
      if (target === gl.DRAW_FRAMEBUFFER) {
        currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer;
      }
      if (target === gl.FRAMEBUFFER) {
        currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer;
      }
      return true;
    }
    return false;
  }
  function drawBuffers(renderTarget, framebuffer) {
    let drawBuffers2 = defaultDrawbuffers;
    let needsUpdate = false;
    if (renderTarget) {
      drawBuffers2 = currentDrawbuffers.get(framebuffer);
      if (drawBuffers2 === void 0) {
        drawBuffers2 = [];
        currentDrawbuffers.set(framebuffer, drawBuffers2);
      }
      const textures = renderTarget.textures;
      if (drawBuffers2.length !== textures.length || drawBuffers2[0] !== gl.COLOR_ATTACHMENT0) {
        for (let i = 0, il = textures.length; i < il; i++) {
          drawBuffers2[i] = gl.COLOR_ATTACHMENT0 + i;
        }
        drawBuffers2.length = textures.length;
        needsUpdate = true;
      }
    } else {
      if (drawBuffers2[0] !== gl.BACK) {
        drawBuffers2[0] = gl.BACK;
        needsUpdate = true;
      }
    }
    if (needsUpdate) {
      gl.drawBuffers(drawBuffers2);
    }
  }
  function useProgram(program) {
    if (currentProgram !== program) {
      gl.useProgram(program);
      currentProgram = program;
      return true;
    }
    return false;
  }
  const equationToGL = {
    [AddEquation]: gl.FUNC_ADD,
    [SubtractEquation]: gl.FUNC_SUBTRACT,
    [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT
  };
  equationToGL[MinEquation] = gl.MIN;
  equationToGL[MaxEquation] = gl.MAX;
  const factorToGL = {
    [ZeroFactor]: gl.ZERO,
    [OneFactor]: gl.ONE,
    [SrcColorFactor]: gl.SRC_COLOR,
    [SrcAlphaFactor]: gl.SRC_ALPHA,
    [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE,
    [DstColorFactor]: gl.DST_COLOR,
    [DstAlphaFactor]: gl.DST_ALPHA,
    [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR,
    [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA,
    [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR,
    [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA,
    [ConstantColorFactor]: gl.CONSTANT_COLOR,
    [OneMinusConstantColorFactor]: gl.ONE_MINUS_CONSTANT_COLOR,
    [ConstantAlphaFactor]: gl.CONSTANT_ALPHA,
    [OneMinusConstantAlphaFactor]: gl.ONE_MINUS_CONSTANT_ALPHA
  };
  function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha) {
    if (blending === NoBlending) {
      if (currentBlendingEnabled === true) {
        disable(gl.BLEND);
        currentBlendingEnabled = false;
      }
      return;
    }
    if (currentBlendingEnabled === false) {
      enable(gl.BLEND);
      currentBlendingEnabled = true;
    }
    if (blending !== CustomBlending) {
      if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
        if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
          gl.blendEquation(gl.FUNC_ADD);
          currentBlendEquation = AddEquation;
          currentBlendEquationAlpha = AddEquation;
        }
        if (premultipliedAlpha) {
          switch (blending) {
            case NormalBlending:
              gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
              break;
            case AdditiveBlending:
              gl.blendFunc(gl.ONE, gl.ONE);
              break;
            case SubtractiveBlending:
              gl.blendFuncSeparate(gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE);
              break;
            case MultiplyBlending:
              gl.blendFuncSeparate(gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
              break;
            default:
              error("WebGLState: Invalid blending: ", blending);
              break;
          }
        } else {
          switch (blending) {
            case NormalBlending:
              gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
              break;
            case AdditiveBlending:
              gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE);
              break;
            case SubtractiveBlending:
              error("WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true");
              break;
            case MultiplyBlending:
              error("WebGLState: MultiplyBlending requires material.premultipliedAlpha = true");
              break;
            default:
              error("WebGLState: Invalid blending: ", blending);
              break;
          }
        }
        currentBlendSrc = null;
        currentBlendDst = null;
        currentBlendSrcAlpha = null;
        currentBlendDstAlpha = null;
        currentBlendColor.set(0, 0, 0);
        currentBlendAlpha = 0;
        currentBlending = blending;
        currentPremultipledAlpha = premultipliedAlpha;
      }
      return;
    }
    blendEquationAlpha = blendEquationAlpha || blendEquation;
    blendSrcAlpha = blendSrcAlpha || blendSrc;
    blendDstAlpha = blendDstAlpha || blendDst;
    if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
      gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
      currentBlendEquation = blendEquation;
      currentBlendEquationAlpha = blendEquationAlpha;
    }
    if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
      gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
      currentBlendSrc = blendSrc;
      currentBlendDst = blendDst;
      currentBlendSrcAlpha = blendSrcAlpha;
      currentBlendDstAlpha = blendDstAlpha;
    }
    if (blendColor.equals(currentBlendColor) === false || blendAlpha !== currentBlendAlpha) {
      gl.blendColor(blendColor.r, blendColor.g, blendColor.b, blendAlpha);
      currentBlendColor.copy(blendColor);
      currentBlendAlpha = blendAlpha;
    }
    currentBlending = blending;
    currentPremultipledAlpha = false;
  }
  function setMaterial(material, frontFaceCW) {
    material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE);
    let flipSided = material.side === BackSide;
    if (frontFaceCW) flipSided = !flipSided;
    setFlipSided(flipSided);
    material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha);
    depthBuffer.setFunc(material.depthFunc);
    depthBuffer.setTest(material.depthTest);
    depthBuffer.setMask(material.depthWrite);
    colorBuffer.setMask(material.colorWrite);
    const stencilWrite = material.stencilWrite;
    stencilBuffer.setTest(stencilWrite);
    if (stencilWrite) {
      stencilBuffer.setMask(material.stencilWriteMask);
      stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
      stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
    }
    setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
    material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
  }
  function setFlipSided(flipSided) {
    if (currentFlipSided !== flipSided) {
      if (flipSided) {
        gl.frontFace(gl.CW);
      } else {
        gl.frontFace(gl.CCW);
      }
      currentFlipSided = flipSided;
    }
  }
  function setCullFace(cullFace) {
    if (cullFace !== CullFaceNone) {
      enable(gl.CULL_FACE);
      if (cullFace !== currentCullFace) {
        if (cullFace === CullFaceBack) {
          gl.cullFace(gl.BACK);
        } else if (cullFace === CullFaceFront) {
          gl.cullFace(gl.FRONT);
        } else {
          gl.cullFace(gl.FRONT_AND_BACK);
        }
      }
    } else {
      disable(gl.CULL_FACE);
    }
    currentCullFace = cullFace;
  }
  function setLineWidth(width) {
    if (width !== currentLineWidth) {
      if (lineWidthAvailable) gl.lineWidth(width);
      currentLineWidth = width;
    }
  }
  function setPolygonOffset(polygonOffset, factor, units) {
    if (polygonOffset) {
      enable(gl.POLYGON_OFFSET_FILL);
      if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
        gl.polygonOffset(factor, units);
        currentPolygonOffsetFactor = factor;
        currentPolygonOffsetUnits = units;
      }
    } else {
      disable(gl.POLYGON_OFFSET_FILL);
    }
  }
  function setScissorTest(scissorTest) {
    if (scissorTest) {
      enable(gl.SCISSOR_TEST);
    } else {
      disable(gl.SCISSOR_TEST);
    }
  }
  function activeTexture(webglSlot) {
    if (webglSlot === void 0) webglSlot = gl.TEXTURE0 + maxTextures - 1;
    if (currentTextureSlot !== webglSlot) {
      gl.activeTexture(webglSlot);
      currentTextureSlot = webglSlot;
    }
  }
  function bindTexture(webglType, webglTexture, webglSlot) {
    if (webglSlot === void 0) {
      if (currentTextureSlot === null) {
        webglSlot = gl.TEXTURE0 + maxTextures - 1;
      } else {
        webglSlot = currentTextureSlot;
      }
    }
    let boundTexture = currentBoundTextures[webglSlot];
    if (boundTexture === void 0) {
      boundTexture = { type: void 0, texture: void 0 };
      currentBoundTextures[webglSlot] = boundTexture;
    }
    if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
      if (currentTextureSlot !== webglSlot) {
        gl.activeTexture(webglSlot);
        currentTextureSlot = webglSlot;
      }
      gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
      boundTexture.type = webglType;
      boundTexture.texture = webglTexture;
    }
  }
  function unbindTexture() {
    const boundTexture = currentBoundTextures[currentTextureSlot];
    if (boundTexture !== void 0 && boundTexture.type !== void 0) {
      gl.bindTexture(boundTexture.type, null);
      boundTexture.type = void 0;
      boundTexture.texture = void 0;
    }
  }
  function compressedTexImage2D() {
    try {
      gl.compressedTexImage2D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function compressedTexImage3D() {
    try {
      gl.compressedTexImage3D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function texSubImage2D() {
    try {
      gl.texSubImage2D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function texSubImage3D() {
    try {
      gl.texSubImage3D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function compressedTexSubImage2D() {
    try {
      gl.compressedTexSubImage2D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function compressedTexSubImage3D() {
    try {
      gl.compressedTexSubImage3D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function texStorage2D() {
    try {
      gl.texStorage2D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function texStorage3D() {
    try {
      gl.texStorage3D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function texImage2D() {
    try {
      gl.texImage2D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function texImage3D() {
    try {
      gl.texImage3D(...arguments);
    } catch (e) {
      error("WebGLState:", e);
    }
  }
  function scissor(scissor2) {
    if (currentScissor.equals(scissor2) === false) {
      gl.scissor(scissor2.x, scissor2.y, scissor2.z, scissor2.w);
      currentScissor.copy(scissor2);
    }
  }
  function viewport(viewport2) {
    if (currentViewport.equals(viewport2) === false) {
      gl.viewport(viewport2.x, viewport2.y, viewport2.z, viewport2.w);
      currentViewport.copy(viewport2);
    }
  }
  function updateUBOMapping(uniformsGroup, program) {
    let mapping = uboProgramMap.get(program);
    if (mapping === void 0) {
      mapping = /* @__PURE__ */ new WeakMap();
      uboProgramMap.set(program, mapping);
    }
    let blockIndex = mapping.get(uniformsGroup);
    if (blockIndex === void 0) {
      blockIndex = gl.getUniformBlockIndex(program, uniformsGroup.name);
      mapping.set(uniformsGroup, blockIndex);
    }
  }
  function uniformBlockBinding(uniformsGroup, program) {
    const mapping = uboProgramMap.get(program);
    const blockIndex = mapping.get(uniformsGroup);
    if (uboBindings.get(program) !== blockIndex) {
      gl.uniformBlockBinding(program, blockIndex, uniformsGroup.__bindingPointIndex);
      uboBindings.set(program, blockIndex);
    }
  }
  function reset() {
    gl.disable(gl.BLEND);
    gl.disable(gl.CULL_FACE);
    gl.disable(gl.DEPTH_TEST);
    gl.disable(gl.POLYGON_OFFSET_FILL);
    gl.disable(gl.SCISSOR_TEST);
    gl.disable(gl.STENCIL_TEST);
    gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
    gl.blendEquation(gl.FUNC_ADD);
    gl.blendFunc(gl.ONE, gl.ZERO);
    gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO);
    gl.blendColor(0, 0, 0, 0);
    gl.colorMask(true, true, true, true);
    gl.clearColor(0, 0, 0, 0);
    gl.depthMask(true);
    gl.depthFunc(gl.LESS);
    depthBuffer.setReversed(false);
    gl.clearDepth(1);
    gl.stencilMask(4294967295);
    gl.stencilFunc(gl.ALWAYS, 0, 4294967295);
    gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
    gl.clearStencil(0);
    gl.cullFace(gl.BACK);
    gl.frontFace(gl.CCW);
    gl.polygonOffset(0, 0);
    gl.activeTexture(gl.TEXTURE0);
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
    gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
    gl.useProgram(null);
    gl.lineWidth(1);
    gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
    gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
    enabledCapabilities = {};
    currentTextureSlot = null;
    currentBoundTextures = {};
    currentBoundFramebuffers = {};
    currentDrawbuffers = /* @__PURE__ */ new WeakMap();
    defaultDrawbuffers = [];
    currentProgram = null;
    currentBlendingEnabled = false;
    currentBlending = null;
    currentBlendEquation = null;
    currentBlendSrc = null;
    currentBlendDst = null;
    currentBlendEquationAlpha = null;
    currentBlendSrcAlpha = null;
    currentBlendDstAlpha = null;
    currentBlendColor = new Color(0, 0, 0);
    currentBlendAlpha = 0;
    currentPremultipledAlpha = false;
    currentFlipSided = null;
    currentCullFace = null;
    currentLineWidth = null;
    currentPolygonOffsetFactor = null;
    currentPolygonOffsetUnits = null;
    currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);
    currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);
    colorBuffer.reset();
    depthBuffer.reset();
    stencilBuffer.reset();
  }
  return {
    buffers: {
      color: colorBuffer,
      depth: depthBuffer,
      stencil: stencilBuffer
    },
    enable,
    disable,
    bindFramebuffer,
    drawBuffers,
    useProgram,
    setBlending,
    setMaterial,
    setFlipSided,
    setCullFace,
    setLineWidth,
    setPolygonOffset,
    setScissorTest,
    activeTexture,
    bindTexture,
    unbindTexture,
    compressedTexImage2D,
    compressedTexImage3D,
    texImage2D,
    texImage3D,
    updateUBOMapping,
    uniformBlockBinding,
    texStorage2D,
    texStorage3D,
    texSubImage2D,
    texSubImage3D,
    compressedTexSubImage2D,
    compressedTexSubImage3D,
    scissor,
    viewport,
    reset
  };
}
function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
  const multisampledRTTExt = extensions.has("WEBGL_multisampled_render_to_texture") ? extensions.get("WEBGL_multisampled_render_to_texture") : null;
  const supportsInvalidateFramebuffer = typeof navigator === "undefined" ? false : /OculusBrowser/g.test(navigator.userAgent);
  const _imageDimensions = new Vector2();
  const _videoTextures = /* @__PURE__ */ new WeakMap();
  let _canvas2;
  const _sources = /* @__PURE__ */ new WeakMap();
  let useOffscreenCanvas = false;
  try {
    useOffscreenCanvas = typeof OffscreenCanvas !== "undefined" && new OffscreenCanvas(1, 1).getContext("2d") !== null;
  } catch (err) {
  }
  function createCanvas(width, height) {
    return useOffscreenCanvas ? new OffscreenCanvas(width, height) : createElementNS("canvas");
  }
  function resizeImage(image, needsNewCanvas, maxSize) {
    let scale = 1;
    const dimensions = getDimensions(image);
    if (dimensions.width > maxSize || dimensions.height > maxSize) {
      scale = maxSize / Math.max(dimensions.width, dimensions.height);
    }
    if (scale < 1) {
      if (typeof HTMLImageElement !== "undefined" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== "undefined" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== "undefined" && image instanceof ImageBitmap || typeof VideoFrame !== "undefined" && image instanceof VideoFrame) {
        const width = Math.floor(scale * dimensions.width);
        const height = Math.floor(scale * dimensions.height);
        if (_canvas2 === void 0) _canvas2 = createCanvas(width, height);
        const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas2;
        canvas.width = width;
        canvas.height = height;
        const context = canvas.getContext("2d");
        context.drawImage(image, 0, 0, width, height);
        warn("WebGLRenderer: Texture has been resized from (" + dimensions.width + "x" + dimensions.height + ") to (" + width + "x" + height + ").");
        return canvas;
      } else {
        if ("data" in image) {
          warn("WebGLRenderer: Image in DataTexture is too big (" + dimensions.width + "x" + dimensions.height + ").");
        }
        return image;
      }
    }
    return image;
  }
  function textureNeedsGenerateMipmaps(texture) {
    return texture.generateMipmaps;
  }
  function generateMipmap(target) {
    _gl.generateMipmap(target);
  }
  function getTargetType(texture) {
    if (texture.isWebGLCubeRenderTarget) return _gl.TEXTURE_CUBE_MAP;
    if (texture.isWebGL3DRenderTarget) return _gl.TEXTURE_3D;
    if (texture.isWebGLArrayRenderTarget || texture.isCompressedArrayTexture) return _gl.TEXTURE_2D_ARRAY;
    return _gl.TEXTURE_2D;
  }
  function getInternalFormat(internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false) {
    if (internalFormatName !== null) {
      if (_gl[internalFormatName] !== void 0) return _gl[internalFormatName];
      warn("WebGLRenderer: Attempt to use non-existing WebGL internal format '" + internalFormatName + "'");
    }
    let internalFormat = glFormat;
    if (glFormat === _gl.RED) {
      if (glType === _gl.FLOAT) internalFormat = _gl.R32F;
      if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F;
      if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8;
    }
    if (glFormat === _gl.RED_INTEGER) {
      if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8UI;
      if (glType === _gl.UNSIGNED_SHORT) internalFormat = _gl.R16UI;
      if (glType === _gl.UNSIGNED_INT) internalFormat = _gl.R32UI;
      if (glType === _gl.BYTE) internalFormat = _gl.R8I;
      if (glType === _gl.SHORT) internalFormat = _gl.R16I;
      if (glType === _gl.INT) internalFormat = _gl.R32I;
    }
    if (glFormat === _gl.RG) {
      if (glType === _gl.FLOAT) internalFormat = _gl.RG32F;
      if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RG16F;
      if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RG8;
    }
    if (glFormat === _gl.RG_INTEGER) {
      if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RG8UI;
      if (glType === _gl.UNSIGNED_SHORT) internalFormat = _gl.RG16UI;
      if (glType === _gl.UNSIGNED_INT) internalFormat = _gl.RG32UI;
      if (glType === _gl.BYTE) internalFormat = _gl.RG8I;
      if (glType === _gl.SHORT) internalFormat = _gl.RG16I;
      if (glType === _gl.INT) internalFormat = _gl.RG32I;
    }
    if (glFormat === _gl.RGB_INTEGER) {
      if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGB8UI;
      if (glType === _gl.UNSIGNED_SHORT) internalFormat = _gl.RGB16UI;
      if (glType === _gl.UNSIGNED_INT) internalFormat = _gl.RGB32UI;
      if (glType === _gl.BYTE) internalFormat = _gl.RGB8I;
      if (glType === _gl.SHORT) internalFormat = _gl.RGB16I;
      if (glType === _gl.INT) internalFormat = _gl.RGB32I;
    }
    if (glFormat === _gl.RGBA_INTEGER) {
      if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGBA8UI;
      if (glType === _gl.UNSIGNED_SHORT) internalFormat = _gl.RGBA16UI;
      if (glType === _gl.UNSIGNED_INT) internalFormat = _gl.RGBA32UI;
      if (glType === _gl.BYTE) internalFormat = _gl.RGBA8I;
      if (glType === _gl.SHORT) internalFormat = _gl.RGBA16I;
      if (glType === _gl.INT) internalFormat = _gl.RGBA32I;
    }
    if (glFormat === _gl.RGB) {
      if (glType === _gl.UNSIGNED_INT_5_9_9_9_REV) internalFormat = _gl.RGB9_E5;
      if (glType === _gl.UNSIGNED_INT_10F_11F_11F_REV) internalFormat = _gl.R11F_G11F_B10F;
    }
    if (glFormat === _gl.RGBA) {
      const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer(colorSpace);
      if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F;
      if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F;
      if (glType === _gl.UNSIGNED_BYTE) internalFormat = transfer === SRGBTransfer ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
      if (glType === _gl.UNSIGNED_SHORT_4_4_4_4) internalFormat = _gl.RGBA4;
      if (glType === _gl.UNSIGNED_SHORT_5_5_5_1) internalFormat = _gl.RGB5_A1;
    }
    if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) {
      extensions.get("EXT_color_buffer_float");
    }
    return internalFormat;
  }
  function getInternalDepthFormat(useStencil, depthType) {
    let glInternalFormat;
    if (useStencil) {
      if (depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type) {
        glInternalFormat = _gl.DEPTH24_STENCIL8;
      } else if (depthType === FloatType) {
        glInternalFormat = _gl.DEPTH32F_STENCIL8;
      } else if (depthType === UnsignedShortType) {
        glInternalFormat = _gl.DEPTH24_STENCIL8;
        warn("DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.");
      }
    } else {
      if (depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type) {
        glInternalFormat = _gl.DEPTH_COMPONENT24;
      } else if (depthType === FloatType) {
        glInternalFormat = _gl.DEPTH_COMPONENT32F;
      } else if (depthType === UnsignedShortType) {
        glInternalFormat = _gl.DEPTH_COMPONENT16;
      }
    }
    return glInternalFormat;
  }
  function getMipLevels(texture, image) {
    if (textureNeedsGenerateMipmaps(texture) === true || texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
      return Math.log2(Math.max(image.width, image.height)) + 1;
    } else if (texture.mipmaps !== void 0 && texture.mipmaps.length > 0) {
      return texture.mipmaps.length;
    } else if (texture.isCompressedTexture && Array.isArray(texture.image)) {
      return image.mipmaps.length;
    } else {
      return 1;
    }
  }
  function onTextureDispose(event) {
    const texture = event.target;
    texture.removeEventListener("dispose", onTextureDispose);
    deallocateTexture(texture);
    if (texture.isVideoTexture) {
      _videoTextures.delete(texture);
    }
  }
  function onRenderTargetDispose(event) {
    const renderTarget = event.target;
    renderTarget.removeEventListener("dispose", onRenderTargetDispose);
    deallocateRenderTarget(renderTarget);
  }
  function deallocateTexture(texture) {
    const textureProperties = properties.get(texture);
    if (textureProperties.__webglInit === void 0) return;
    const source = texture.source;
    const webglTextures = _sources.get(source);
    if (webglTextures) {
      const webglTexture = webglTextures[textureProperties.__cacheKey];
      webglTexture.usedTimes--;
      if (webglTexture.usedTimes === 0) {
        deleteTexture(texture);
      }
      if (Object.keys(webglTextures).length === 0) {
        _sources.delete(source);
      }
    }
    properties.remove(texture);
  }
  function deleteTexture(texture) {
    const textureProperties = properties.get(texture);
    _gl.deleteTexture(textureProperties.__webglTexture);
    const source = texture.source;
    const webglTextures = _sources.get(source);
    delete webglTextures[textureProperties.__cacheKey];
    info.memory.textures--;
  }
  function deallocateRenderTarget(renderTarget) {
    const renderTargetProperties = properties.get(renderTarget);
    if (renderTarget.depthTexture) {
      renderTarget.depthTexture.dispose();
      properties.remove(renderTarget.depthTexture);
    }
    if (renderTarget.isWebGLCubeRenderTarget) {
      for (let i = 0; i < 6; i++) {
        if (Array.isArray(renderTargetProperties.__webglFramebuffer[i])) {
          for (let level = 0; level < renderTargetProperties.__webglFramebuffer[i].length; level++) _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i][level]);
        } else {
          _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
        }
        if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
      }
    } else {
      if (Array.isArray(renderTargetProperties.__webglFramebuffer)) {
        for (let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level++) _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[level]);
      } else {
        _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
      }
      if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
      if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
      if (renderTargetProperties.__webglColorRenderbuffer) {
        for (let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i++) {
          if (renderTargetProperties.__webglColorRenderbuffer[i]) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer[i]);
        }
      }
      if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
    }
    const textures = renderTarget.textures;
    for (let i = 0, il = textures.length; i < il; i++) {
      const attachmentProperties = properties.get(textures[i]);
      if (attachmentProperties.__webglTexture) {
        _gl.deleteTexture(attachmentProperties.__webglTexture);
        info.memory.textures--;
      }
      properties.remove(textures[i]);
    }
    properties.remove(renderTarget);
  }
  let textureUnits = 0;
  function resetTextureUnits() {
    textureUnits = 0;
  }
  function allocateTextureUnit() {
    const textureUnit = textureUnits;
    if (textureUnit >= capabilities.maxTextures) {
      warn("WebGLTextures: Trying to use " + textureUnit + " texture units while this GPU supports only " + capabilities.maxTextures);
    }
    textureUnits += 1;
    return textureUnit;
  }
  function getTextureCacheKey(texture) {
    const array = [];
    array.push(texture.wrapS);
    array.push(texture.wrapT);
    array.push(texture.wrapR || 0);
    array.push(texture.magFilter);
    array.push(texture.minFilter);
    array.push(texture.anisotropy);
    array.push(texture.internalFormat);
    array.push(texture.format);
    array.push(texture.type);
    array.push(texture.generateMipmaps);
    array.push(texture.premultiplyAlpha);
    array.push(texture.flipY);
    array.push(texture.unpackAlignment);
    array.push(texture.colorSpace);
    return array.join();
  }
  function setTexture2D(texture, slot) {
    const textureProperties = properties.get(texture);
    if (texture.isVideoTexture) updateVideoTexture(texture);
    if (texture.isRenderTargetTexture === false && texture.isExternalTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version) {
      const image = texture.image;
      if (image === null) {
        warn("WebGLRenderer: Texture marked for update but no image data found.");
      } else if (image.complete === false) {
        warn("WebGLRenderer: Texture marked for update but image is incomplete");
      } else {
        uploadTexture(textureProperties, texture, slot);
        return;
      }
    } else if (texture.isExternalTexture) {
      textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null;
    }
    state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
  }
  function setTexture2DArray(texture, slot) {
    const textureProperties = properties.get(texture);
    if (texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version) {
      uploadTexture(textureProperties, texture, slot);
      return;
    } else if (texture.isExternalTexture) {
      textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null;
    }
    state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
  }
  function setTexture3D(texture, slot) {
    const textureProperties = properties.get(texture);
    if (texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version) {
      uploadTexture(textureProperties, texture, slot);
      return;
    }
    state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
  }
  function setTextureCube(texture, slot) {
    const textureProperties = properties.get(texture);
    if (texture.isCubeDepthTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version) {
      uploadCubeTexture(textureProperties, texture, slot);
      return;
    }
    state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
  }
  const wrappingToGL = {
    [RepeatWrapping]: _gl.REPEAT,
    [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE,
    [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT
  };
  const filterToGL = {
    [NearestFilter]: _gl.NEAREST,
    [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST,
    [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR,
    [LinearFilter]: _gl.LINEAR,
    [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST,
    [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR
  };
  const compareToGL = {
    [NeverCompare]: _gl.NEVER,
    [AlwaysCompare]: _gl.ALWAYS,
    [LessCompare]: _gl.LESS,
    [LessEqualCompare]: _gl.LEQUAL,
    [EqualCompare]: _gl.EQUAL,
    [GreaterEqualCompare]: _gl.GEQUAL,
    [GreaterCompare]: _gl.GREATER,
    [NotEqualCompare]: _gl.NOTEQUAL
  };
  function setTextureParameters(textureType, texture) {
    if (texture.type === FloatType && extensions.has("OES_texture_float_linear") === false && (texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter || texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter)) {
      warn("WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.");
    }
    _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]);
    _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]);
    if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
      _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]);
    }
    _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]);
    _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]);
    if (texture.compareFunction) {
      _gl.texParameteri(textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE);
      _gl.texParameteri(textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[texture.compareFunction]);
    }
    if (extensions.has("EXT_texture_filter_anisotropic") === true) {
      if (texture.magFilter === NearestFilter) return;
      if (texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter) return;
      if (texture.type === FloatType && extensions.has("OES_texture_float_linear") === false) return;
      if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
        const extension = extensions.get("EXT_texture_filter_anisotropic");
        _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
        properties.get(texture).__currentAnisotropy = texture.anisotropy;
      }
    }
  }
  function initTexture(textureProperties, texture) {
    let forceUpload = false;
    if (textureProperties.__webglInit === void 0) {
      textureProperties.__webglInit = true;
      texture.addEventListener("dispose", onTextureDispose);
    }
    const source = texture.source;
    let webglTextures = _sources.get(source);
    if (webglTextures === void 0) {
      webglTextures = {};
      _sources.set(source, webglTextures);
    }
    const textureCacheKey = getTextureCacheKey(texture);
    if (textureCacheKey !== textureProperties.__cacheKey) {
      if (webglTextures[textureCacheKey] === void 0) {
        webglTextures[textureCacheKey] = {
          texture: _gl.createTexture(),
          usedTimes: 0
        };
        info.memory.textures++;
        forceUpload = true;
      }
      webglTextures[textureCacheKey].usedTimes++;
      const webglTexture = webglTextures[textureProperties.__cacheKey];
      if (webglTexture !== void 0) {
        webglTextures[textureProperties.__cacheKey].usedTimes--;
        if (webglTexture.usedTimes === 0) {
          deleteTexture(texture);
        }
      }
      textureProperties.__cacheKey = textureCacheKey;
      textureProperties.__webglTexture = webglTextures[textureCacheKey].texture;
    }
    return forceUpload;
  }
  function getRow(index, rowLength, componentStride) {
    return Math.floor(Math.floor(index / componentStride) / rowLength);
  }
  function updateTexture(texture, image, glFormat, glType) {
    const componentStride = 4;
    const updateRanges = texture.updateRanges;
    if (updateRanges.length === 0) {
      state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data);
    } else {
      updateRanges.sort((a, b) => a.start - b.start);
      let mergeIndex = 0;
      for (let i = 1; i < updateRanges.length; i++) {
        const previousRange = updateRanges[mergeIndex];
        const range = updateRanges[i];
        const previousEnd = previousRange.start + previousRange.count;
        const currentRow = getRow(range.start, image.width, componentStride);
        const previousRow = getRow(previousRange.start, image.width, componentStride);
        if (range.start <= previousEnd + 1 && currentRow === previousRow && getRow(range.start + range.count - 1, image.width, componentStride) === currentRow) {
          previousRange.count = Math.max(
            previousRange.count,
            range.start + range.count - previousRange.start
          );
        } else {
          ++mergeIndex;
          updateRanges[mergeIndex] = range;
        }
      }
      updateRanges.length = mergeIndex + 1;
      const currentUnpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH);
      const currentUnpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS);
      const currentUnpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS);
      _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);
      for (let i = 0, l = updateRanges.length; i < l; i++) {
        const range = updateRanges[i];
        const pixelStart = Math.floor(range.start / componentStride);
        const pixelCount = Math.ceil(range.count / componentStride);
        const x = pixelStart % image.width;
        const y = Math.floor(pixelStart / image.width);
        const width = pixelCount;
        const height = 1;
        _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, x);
        _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, y);
        state.texSubImage2D(_gl.TEXTURE_2D, 0, x, y, width, height, glFormat, glType, image.data);
      }
      texture.clearUpdateRanges();
      _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, currentUnpackRowLen);
      _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels);
      _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows);
    }
  }
  function uploadTexture(textureProperties, texture, slot) {
    let textureType = _gl.TEXTURE_2D;
    if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) textureType = _gl.TEXTURE_2D_ARRAY;
    if (texture.isData3DTexture) textureType = _gl.TEXTURE_3D;
    const forceUpload = initTexture(textureProperties, texture);
    const source = texture.source;
    state.bindTexture(textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
    const sourceProperties = properties.get(source);
    if (source.version !== sourceProperties.__version || forceUpload === true) {
      state.activeTexture(_gl.TEXTURE0 + slot);
      const workingPrimaries = ColorManagement.getPrimaries(ColorManagement.workingColorSpace);
      const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries(texture.colorSpace);
      const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
      _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
      _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
      _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
      _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion);
      let image = resizeImage(texture.image, false, capabilities.maxTextureSize);
      image = verifyColorSpace(texture, image);
      const glFormat = utils.convert(texture.format, texture.colorSpace);
      const glType = utils.convert(texture.type);
      let glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture);
      setTextureParameters(textureType, texture);
      let mipmap;
      const mipmaps = texture.mipmaps;
      const useTexStorage = texture.isVideoTexture !== true;
      const allocateMemory = sourceProperties.__version === void 0 || forceUpload === true;
      const dataReady = source.dataReady;
      const levels = getMipLevels(texture, image);
      if (texture.isDepthTexture) {
        glInternalFormat = getInternalDepthFormat(texture.format === DepthStencilFormat, texture.type);
        if (allocateMemory) {
          if (useTexStorage) {
            state.texStorage2D(_gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height);
          } else {
            state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
          }
        }
      } else if (texture.isDataTexture) {
        if (mipmaps.length > 0) {
          if (useTexStorage && allocateMemory) {
            state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);
          }
          for (let i = 0, il = mipmaps.length; i < il; i++) {
            mipmap = mipmaps[i];
            if (useTexStorage) {
              if (dataReady) {
                state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
              }
            } else {
              state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
            }
          }
          texture.generateMipmaps = false;
        } else {
          if (useTexStorage) {
            if (allocateMemory) {
              state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height);
            }
            if (dataReady) {
              updateTexture(texture, image, glFormat, glType);
            }
          } else {
            state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
          }
        }
      } else if (texture.isCompressedTexture) {
        if (texture.isCompressedArrayTexture) {
          if (useTexStorage && allocateMemory) {
            state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height, image.depth);
          }
          for (let i = 0, il = mipmaps.length; i < il; i++) {
            mipmap = mipmaps[i];
            if (texture.format !== RGBAFormat) {
              if (glFormat !== null) {
                if (useTexStorage) {
                  if (dataReady) {
                    if (texture.layerUpdates.size > 0) {
                      const layerByteLength = getByteLength(mipmap.width, mipmap.height, texture.format, texture.type);
                      for (const layerIndex of texture.layerUpdates) {
                        const layerData = mipmap.data.subarray(
                          layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT,
                          (layerIndex + 1) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT
                        );
                        state.compressedTexSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData);
                      }
                      texture.clearLayerUpdates();
                    } else {
                      state.compressedTexSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data);
                    }
                  }
                } else {
                  state.compressedTexImage3D(_gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0);
                }
              } else {
                warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()");
              }
            } else {
              if (useTexStorage) {
                if (dataReady) {
                  state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data);
                }
              } else {
                state.texImage3D(_gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data);
              }
            }
          }
        } else {
          if (useTexStorage && allocateMemory) {
            state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);
          }
          for (let i = 0, il = mipmaps.length; i < il; i++) {
            mipmap = mipmaps[i];
            if (texture.format !== RGBAFormat) {
              if (glFormat !== null) {
                if (useTexStorage) {
                  if (dataReady) {
                    state.compressedTexSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data);
                  }
                } else {
                  state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
                }
              } else {
                warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()");
              }
            } else {
              if (useTexStorage) {
                if (dataReady) {
                  state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
                }
              } else {
                state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
              }
            }
          }
        }
      } else if (texture.isDataArrayTexture) {
        if (useTexStorage) {
          if (allocateMemory) {
            state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth);
          }
          if (dataReady) {
            if (texture.layerUpdates.size > 0) {
              const layerByteLength = getByteLength(image.width, image.height, texture.format, texture.type);
              for (const layerIndex of texture.layerUpdates) {
                const layerData = image.data.subarray(
                  layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT,
                  (layerIndex + 1) * layerByteLength / image.data.BYTES_PER_ELEMENT
                );
                state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData);
              }
              texture.clearLayerUpdates();
            } else {
              state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data);
            }
          }
        } else {
          state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
        }
      } else if (texture.isData3DTexture) {
        if (useTexStorage) {
          if (allocateMemory) {
            state.texStorage3D(_gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth);
          }
          if (dataReady) {
            state.texSubImage3D(_gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data);
          }
        } else {
          state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
        }
      } else if (texture.isFramebufferTexture) {
        if (allocateMemory) {
          if (useTexStorage) {
            state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height);
          } else {
            let width = image.width, height = image.height;
            for (let i = 0; i < levels; i++) {
              state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null);
              width >>= 1;
              height >>= 1;
            }
          }
        }
      } else {
        if (mipmaps.length > 0) {
          if (useTexStorage && allocateMemory) {
            const dimensions = getDimensions(mipmaps[0]);
            state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height);
          }
          for (let i = 0, il = mipmaps.length; i < il; i++) {
            mipmap = mipmaps[i];
            if (useTexStorage) {
              if (dataReady) {
                state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap);
              }
            } else {
              state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap);
            }
          }
          texture.generateMipmaps = false;
        } else {
          if (useTexStorage) {
            if (allocateMemory) {
              const dimensions = getDimensions(image);
              state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height);
            }
            if (dataReady) {
              state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image);
            }
          } else {
            state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image);
          }
        }
      }
      if (textureNeedsGenerateMipmaps(texture)) {
        generateMipmap(textureType);
      }
      sourceProperties.__version = source.version;
      if (texture.onUpdate) texture.onUpdate(texture);
    }
    textureProperties.__version = texture.version;
  }
  function uploadCubeTexture(textureProperties, texture, slot) {
    if (texture.image.length !== 6) return;
    const forceUpload = initTexture(textureProperties, texture);
    const source = texture.source;
    state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
    const sourceProperties = properties.get(source);
    if (source.version !== sourceProperties.__version || forceUpload === true) {
      state.activeTexture(_gl.TEXTURE0 + slot);
      const workingPrimaries = ColorManagement.getPrimaries(ColorManagement.workingColorSpace);
      const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries(texture.colorSpace);
      const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
      _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
      _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
      _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
      _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion);
      const isCompressed = texture.isCompressedTexture || texture.image[0].isCompressedTexture;
      const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
      const cubeImage = [];
      for (let i = 0; i < 6; i++) {
        if (!isCompressed && !isDataTexture) {
          cubeImage[i] = resizeImage(texture.image[i], true, capabilities.maxCubemapSize);
        } else {
          cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
        }
        cubeImage[i] = verifyColorSpace(texture, cubeImage[i]);
      }
      const image = cubeImage[0], glFormat = utils.convert(texture.format, texture.colorSpace), glType = utils.convert(texture.type), glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.colorSpace);
      const useTexStorage = texture.isVideoTexture !== true;
      const allocateMemory = sourceProperties.__version === void 0 || forceUpload === true;
      const dataReady = source.dataReady;
      let levels = getMipLevels(texture, image);
      setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture);
      let mipmaps;
      if (isCompressed) {
        if (useTexStorage && allocateMemory) {
          state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height);
        }
        for (let i = 0; i < 6; i++) {
          mipmaps = cubeImage[i].mipmaps;
          for (let j = 0; j < mipmaps.length; j++) {
            const mipmap = mipmaps[j];
            if (texture.format !== RGBAFormat) {
              if (glFormat !== null) {
                if (useTexStorage) {
                  if (dataReady) {
                    state.compressedTexSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data);
                  }
                } else {
                  state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
                }
              } else {
                warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()");
              }
            } else {
              if (useTexStorage) {
                if (dataReady) {
                  state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
                }
              } else {
                state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
              }
            }
          }
        }
      } else {
        mipmaps = texture.mipmaps;
        if (useTexStorage && allocateMemory) {
          if (mipmaps.length > 0) levels++;
          const dimensions = getDimensions(cubeImage[0]);
          state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height);
        }
        for (let i = 0; i < 6; i++) {
          if (isDataTexture) {
            if (useTexStorage) {
              if (dataReady) {
                state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[i].width, cubeImage[i].height, glFormat, glType, cubeImage[i].data);
              }
            } else {
              state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
            }
            for (let j = 0; j < mipmaps.length; j++) {
              const mipmap = mipmaps[j];
              const mipmapImage = mipmap.image[i].image;
              if (useTexStorage) {
                if (dataReady) {
                  state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data);
                }
              } else {
                state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
              }
            }
          } else {
            if (useTexStorage) {
              if (dataReady) {
                state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[i]);
              }
            } else {
              state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
            }
            for (let j = 0; j < mipmaps.length; j++) {
              const mipmap = mipmaps[j];
              if (useTexStorage) {
                if (dataReady) {
                  state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[i]);
                }
              } else {
                state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
              }
            }
          }
        }
      }
      if (textureNeedsGenerateMipmaps(texture)) {
        generateMipmap(_gl.TEXTURE_CUBE_MAP);
      }
      sourceProperties.__version = source.version;
      if (texture.onUpdate) texture.onUpdate(texture);
    }
    textureProperties.__version = texture.version;
  }
  function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget, level) {
    const glFormat = utils.convert(texture.format, texture.colorSpace);
    const glType = utils.convert(texture.type);
    const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.colorSpace);
    const renderTargetProperties = properties.get(renderTarget);
    const textureProperties = properties.get(texture);
    textureProperties.__renderTarget = renderTarget;
    if (!renderTargetProperties.__hasExternalTextures) {
      const width = Math.max(1, renderTarget.width >> level);
      const height = Math.max(1, renderTarget.height >> level);
      if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) {
        state.texImage3D(textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null);
      } else {
        state.texImage2D(textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null);
      }
    }
    state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
    if (useMultisampledRTT(renderTarget)) {
      multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, 0, getRenderTargetSamples(renderTarget));
    } else if (textureTarget === _gl.TEXTURE_2D || textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z) {
      _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, level);
    }
    state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  }
  function setupRenderBufferStorage(renderbuffer, renderTarget, useMultisample) {
    _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
    if (renderTarget.depthBuffer) {
      const depthTexture = renderTarget.depthTexture;
      const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null;
      const glInternalFormat = getInternalDepthFormat(renderTarget.stencilBuffer, depthType);
      const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
      if (useMultisampledRTT(renderTarget)) {
        multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, getRenderTargetSamples(renderTarget), glInternalFormat, renderTarget.width, renderTarget.height);
      } else if (useMultisample) {
        _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, getRenderTargetSamples(renderTarget), glInternalFormat, renderTarget.width, renderTarget.height);
      } else {
        _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
      }
      _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer);
    } else {
      const textures = renderTarget.textures;
      for (let i = 0; i < textures.length; i++) {
        const texture = textures[i];
        const glFormat = utils.convert(texture.format, texture.colorSpace);
        const glType = utils.convert(texture.type);
        const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.colorSpace);
        if (useMultisampledRTT(renderTarget)) {
          multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, getRenderTargetSamples(renderTarget), glInternalFormat, renderTarget.width, renderTarget.height);
        } else if (useMultisample) {
          _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, getRenderTargetSamples(renderTarget), glInternalFormat, renderTarget.width, renderTarget.height);
        } else {
          _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
        }
      }
    }
    _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
  }
  function setupDepthTexture(framebuffer, renderTarget, cubeFace) {
    const isCube = renderTarget.isWebGLCubeRenderTarget === true;
    state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
    if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {
      throw new Error("renderTarget.depthTexture must be an instance of THREE.DepthTexture");
    }
    const textureProperties = properties.get(renderTarget.depthTexture);
    textureProperties.__renderTarget = renderTarget;
    if (!textureProperties.__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {
      renderTarget.depthTexture.image.width = renderTarget.width;
      renderTarget.depthTexture.image.height = renderTarget.height;
      renderTarget.depthTexture.needsUpdate = true;
    }
    if (isCube) {
      if (textureProperties.__webglInit === void 0) {
        textureProperties.__webglInit = true;
        renderTarget.depthTexture.addEventListener("dispose", onTextureDispose);
      }
      if (textureProperties.__webglTexture === void 0) {
        textureProperties.__webglTexture = _gl.createTexture();
        state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
        setTextureParameters(_gl.TEXTURE_CUBE_MAP, renderTarget.depthTexture);
        const glFormat = utils.convert(renderTarget.depthTexture.format);
        const glType = utils.convert(renderTarget.depthTexture.type);
        let glInternalFormat;
        if (renderTarget.depthTexture.format === DepthFormat) {
          glInternalFormat = _gl.DEPTH_COMPONENT24;
        } else if (renderTarget.depthTexture.format === DepthStencilFormat) {
          glInternalFormat = _gl.DEPTH24_STENCIL8;
        }
        for (let i = 0; i < 6; i++) {
          _gl.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
        }
      }
    } else {
      setTexture2D(renderTarget.depthTexture, 0);
    }
    const webglDepthTexture = textureProperties.__webglTexture;
    const samples = getRenderTargetSamples(renderTarget);
    const glTextureType = isCube ? _gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace : _gl.TEXTURE_2D;
    const glAttachmentType = renderTarget.depthTexture.format === DepthStencilFormat ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
    if (renderTarget.depthTexture.format === DepthFormat) {
      if (useMultisampledRTT(renderTarget)) {
        multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples);
      } else {
        _gl.framebufferTexture2D(_gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0);
      }
    } else if (renderTarget.depthTexture.format === DepthStencilFormat) {
      if (useMultisampledRTT(renderTarget)) {
        multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples);
      } else {
        _gl.framebufferTexture2D(_gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0);
      }
    } else {
      throw new Error("Unknown depthTexture format");
    }
  }
  function setupDepthRenderbuffer(renderTarget) {
    const renderTargetProperties = properties.get(renderTarget);
    const isCube = renderTarget.isWebGLCubeRenderTarget === true;
    if (renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture) {
      const depthTexture = renderTarget.depthTexture;
      if (renderTargetProperties.__depthDisposeCallback) {
        renderTargetProperties.__depthDisposeCallback();
      }
      if (depthTexture) {
        const disposeEvent = () => {
          delete renderTargetProperties.__boundDepthTexture;
          delete renderTargetProperties.__depthDisposeCallback;
          depthTexture.removeEventListener("dispose", disposeEvent);
        };
        depthTexture.addEventListener("dispose", disposeEvent);
        renderTargetProperties.__depthDisposeCallback = disposeEvent;
      }
      renderTargetProperties.__boundDepthTexture = depthTexture;
    }
    if (renderTarget.depthTexture && !renderTargetProperties.__autoAllocateDepthBuffer) {
      if (isCube) {
        for (let i = 0; i < 6; i++) {
          setupDepthTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, i);
        }
      } else {
        const mipmaps = renderTarget.texture.mipmaps;
        if (mipmaps && mipmaps.length > 0) {
          setupDepthTexture(renderTargetProperties.__webglFramebuffer[0], renderTarget, 0);
        } else {
          setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 0);
        }
      }
    } else {
      if (isCube) {
        renderTargetProperties.__webglDepthbuffer = [];
        for (let i = 0; i < 6; i++) {
          state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]);
          if (renderTargetProperties.__webglDepthbuffer[i] === void 0) {
            renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
            setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
          } else {
            const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
            const renderbuffer = renderTargetProperties.__webglDepthbuffer[i];
            _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
            _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer);
          }
        }
      } else {
        const mipmaps = renderTarget.texture.mipmaps;
        if (mipmaps && mipmaps.length > 0) {
          state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[0]);
        } else {
          state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
        }
        if (renderTargetProperties.__webglDepthbuffer === void 0) {
          renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
          setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
        } else {
          const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
          const renderbuffer = renderTargetProperties.__webglDepthbuffer;
          _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
          _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer);
        }
      }
    }
    state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  }
  function rebindTextures(renderTarget, colorTexture, depthTexture) {
    const renderTargetProperties = properties.get(renderTarget);
    if (colorTexture !== void 0) {
      setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0);
    }
    if (depthTexture !== void 0) {
      setupDepthRenderbuffer(renderTarget);
    }
  }
  function setupRenderTarget(renderTarget) {
    const texture = renderTarget.texture;
    const renderTargetProperties = properties.get(renderTarget);
    const textureProperties = properties.get(texture);
    renderTarget.addEventListener("dispose", onRenderTargetDispose);
    const textures = renderTarget.textures;
    const isCube = renderTarget.isWebGLCubeRenderTarget === true;
    const isMultipleRenderTargets = textures.length > 1;
    if (!isMultipleRenderTargets) {
      if (textureProperties.__webglTexture === void 0) {
        textureProperties.__webglTexture = _gl.createTexture();
      }
      textureProperties.__version = texture.version;
      info.memory.textures++;
    }
    if (isCube) {
      renderTargetProperties.__webglFramebuffer = [];
      for (let i = 0; i < 6; i++) {
        if (texture.mipmaps && texture.mipmaps.length > 0) {
          renderTargetProperties.__webglFramebuffer[i] = [];
          for (let level = 0; level < texture.mipmaps.length; level++) {
            renderTargetProperties.__webglFramebuffer[i][level] = _gl.createFramebuffer();
          }
        } else {
          renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
        }
      }
    } else {
      if (texture.mipmaps && texture.mipmaps.length > 0) {
        renderTargetProperties.__webglFramebuffer = [];
        for (let level = 0; level < texture.mipmaps.length; level++) {
          renderTargetProperties.__webglFramebuffer[level] = _gl.createFramebuffer();
        }
      } else {
        renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
      }
      if (isMultipleRenderTargets) {
        for (let i = 0, il = textures.length; i < il; i++) {
          const attachmentProperties = properties.get(textures[i]);
          if (attachmentProperties.__webglTexture === void 0) {
            attachmentProperties.__webglTexture = _gl.createTexture();
            info.memory.textures++;
          }
        }
      }
      if (renderTarget.samples > 0 && useMultisampledRTT(renderTarget) === false) {
        renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
        renderTargetProperties.__webglColorRenderbuffer = [];
        state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
        for (let i = 0; i < textures.length; i++) {
          const texture2 = textures[i];
          renderTargetProperties.__webglColorRenderbuffer[i] = _gl.createRenderbuffer();
          _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]);
          const glFormat = utils.convert(texture2.format, texture2.colorSpace);
          const glType = utils.convert(texture2.type);
          const glInternalFormat = getInternalFormat(texture2.internalFormat, glFormat, glType, texture2.colorSpace, renderTarget.isXRRenderTarget === true);
          const samples = getRenderTargetSamples(renderTarget);
          _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
          _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]);
        }
        _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
        if (renderTarget.depthBuffer) {
          renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
          setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
        }
        state.bindFramebuffer(_gl.FRAMEBUFFER, null);
      }
    }
    if (isCube) {
      state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
      setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture);
      for (let i = 0; i < 6; i++) {
        if (texture.mipmaps && texture.mipmaps.length > 0) {
          for (let level = 0; level < texture.mipmaps.length; level++) {
            setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i][level], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level);
          }
        } else {
          setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0);
        }
      }
      if (textureNeedsGenerateMipmaps(texture)) {
        generateMipmap(_gl.TEXTURE_CUBE_MAP);
      }
      state.unbindTexture();
    } else if (isMultipleRenderTargets) {
      for (let i = 0, il = textures.length; i < il; i++) {
        const attachment = textures[i];
        const attachmentProperties = properties.get(attachment);
        let glTextureType = _gl.TEXTURE_2D;
        if (renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget) {
          glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
        }
        state.bindTexture(glTextureType, attachmentProperties.__webglTexture);
        setTextureParameters(glTextureType, attachment);
        setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, glTextureType, 0);
        if (textureNeedsGenerateMipmaps(attachment)) {
          generateMipmap(glTextureType);
        }
      }
      state.unbindTexture();
    } else {
      let glTextureType = _gl.TEXTURE_2D;
      if (renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget) {
        glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
      }
      state.bindTexture(glTextureType, textureProperties.__webglTexture);
      setTextureParameters(glTextureType, texture);
      if (texture.mipmaps && texture.mipmaps.length > 0) {
        for (let level = 0; level < texture.mipmaps.length; level++) {
          setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[level], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level);
        }
      } else {
        setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0);
      }
      if (textureNeedsGenerateMipmaps(texture)) {
        generateMipmap(glTextureType);
      }
      state.unbindTexture();
    }
    if (renderTarget.depthBuffer) {
      setupDepthRenderbuffer(renderTarget);
    }
  }
  function updateRenderTargetMipmap(renderTarget) {
    const textures = renderTarget.textures;
    for (let i = 0, il = textures.length; i < il; i++) {
      const texture = textures[i];
      if (textureNeedsGenerateMipmaps(texture)) {
        const targetType = getTargetType(renderTarget);
        const webglTexture = properties.get(texture).__webglTexture;
        state.bindTexture(targetType, webglTexture);
        generateMipmap(targetType);
        state.unbindTexture();
      }
    }
  }
  const invalidationArrayRead = [];
  const invalidationArrayDraw = [];
  function updateMultisampleRenderTarget(renderTarget) {
    if (renderTarget.samples > 0) {
      if (useMultisampledRTT(renderTarget) === false) {
        const textures = renderTarget.textures;
        const width = renderTarget.width;
        const height = renderTarget.height;
        let mask = _gl.COLOR_BUFFER_BIT;
        const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
        const renderTargetProperties = properties.get(renderTarget);
        const isMultipleRenderTargets = textures.length > 1;
        if (isMultipleRenderTargets) {
          for (let i = 0; i < textures.length; i++) {
            state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
            _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null);
            state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
            _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0);
          }
        }
        state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
        const mipmaps = renderTarget.texture.mipmaps;
        if (mipmaps && mipmaps.length > 0) {
          state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[0]);
        } else {
          state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
        }
        for (let i = 0; i < textures.length; i++) {
          if (renderTarget.resolveDepthBuffer) {
            if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT;
            if (renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT;
          }
          if (isMultipleRenderTargets) {
            _gl.framebufferRenderbuffer(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]);
            const webglTexture = properties.get(textures[i]).__webglTexture;
            _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0);
          }
          _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST);
          if (supportsInvalidateFramebuffer === true) {
            invalidationArrayRead.length = 0;
            invalidationArrayDraw.length = 0;
            invalidationArrayRead.push(_gl.COLOR_ATTACHMENT0 + i);
            if (renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false) {
              invalidationArrayRead.push(depthStyle);
              invalidationArrayDraw.push(depthStyle);
              _gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER, invalidationArrayDraw);
            }
            _gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, invalidationArrayRead);
          }
        }
        state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
        state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, null);
        if (isMultipleRenderTargets) {
          for (let i = 0; i < textures.length; i++) {
            state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
            _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]);
            const webglTexture = properties.get(textures[i]).__webglTexture;
            state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
            _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0);
          }
        }
        state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
      } else {
        if (renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer) {
          const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
          _gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER, [depthStyle]);
        }
      }
    }
  }
  function getRenderTargetSamples(renderTarget) {
    return Math.min(capabilities.maxSamples, renderTarget.samples);
  }
  function useMultisampledRTT(renderTarget) {
    const renderTargetProperties = properties.get(renderTarget);
    return renderTarget.samples > 0 && extensions.has("WEBGL_multisampled_render_to_texture") === true && renderTargetProperties.__useRenderToTexture !== false;
  }
  function updateVideoTexture(texture) {
    const frame = info.render.frame;
    if (_videoTextures.get(texture) !== frame) {
      _videoTextures.set(texture, frame);
      texture.update();
    }
  }
  function verifyColorSpace(texture, image) {
    const colorSpace = texture.colorSpace;
    const format = texture.format;
    const type = texture.type;
    if (texture.isCompressedTexture === true || texture.isVideoTexture === true) return image;
    if (colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace) {
      if (ColorManagement.getTransfer(colorSpace) === SRGBTransfer) {
        if (format !== RGBAFormat || type !== UnsignedByteType) {
          warn("WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.");
        }
      } else {
        error("WebGLTextures: Unsupported texture color space:", colorSpace);
      }
    }
    return image;
  }
  function getDimensions(image) {
    if (typeof HTMLImageElement !== "undefined" && image instanceof HTMLImageElement) {
      _imageDimensions.width = image.naturalWidth || image.width;
      _imageDimensions.height = image.naturalHeight || image.height;
    } else if (typeof VideoFrame !== "undefined" && image instanceof VideoFrame) {
      _imageDimensions.width = image.displayWidth;
      _imageDimensions.height = image.displayHeight;
    } else {
      _imageDimensions.width = image.width;
      _imageDimensions.height = image.height;
    }
    return _imageDimensions;
  }
  this.allocateTextureUnit = allocateTextureUnit;
  this.resetTextureUnits = resetTextureUnits;
  this.setTexture2D = setTexture2D;
  this.setTexture2DArray = setTexture2DArray;
  this.setTexture3D = setTexture3D;
  this.setTextureCube = setTextureCube;
  this.rebindTextures = rebindTextures;
  this.setupRenderTarget = setupRenderTarget;
  this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  this.setupDepthRenderbuffer = setupDepthRenderbuffer;
  this.setupFrameBufferTexture = setupFrameBufferTexture;
  this.useMultisampledRTT = useMultisampledRTT;
  this.isReversedDepthBuffer = function() {
    return state.buffers.depth.getReversed();
  };
}
function WebGLUtils(gl, extensions) {
  function convert(p, colorSpace = NoColorSpace) {
    let extension;
    const transfer = ColorManagement.getTransfer(colorSpace);
    if (p === UnsignedByteType) return gl.UNSIGNED_BYTE;
    if (p === UnsignedShort4444Type) return gl.UNSIGNED_SHORT_4_4_4_4;
    if (p === UnsignedShort5551Type) return gl.UNSIGNED_SHORT_5_5_5_1;
    if (p === UnsignedInt5999Type) return gl.UNSIGNED_INT_5_9_9_9_REV;
    if (p === UnsignedInt101111Type) return gl.UNSIGNED_INT_10F_11F_11F_REV;
    if (p === ByteType) return gl.BYTE;
    if (p === ShortType) return gl.SHORT;
    if (p === UnsignedShortType) return gl.UNSIGNED_SHORT;
    if (p === IntType) return gl.INT;
    if (p === UnsignedIntType) return gl.UNSIGNED_INT;
    if (p === FloatType) return gl.FLOAT;
    if (p === HalfFloatType) return gl.HALF_FLOAT;
    if (p === AlphaFormat) return gl.ALPHA;
    if (p === RGBFormat) return gl.RGB;
    if (p === RGBAFormat) return gl.RGBA;
    if (p === DepthFormat) return gl.DEPTH_COMPONENT;
    if (p === DepthStencilFormat) return gl.DEPTH_STENCIL;
    if (p === RedFormat) return gl.RED;
    if (p === RedIntegerFormat) return gl.RED_INTEGER;
    if (p === RGFormat) return gl.RG;
    if (p === RGIntegerFormat) return gl.RG_INTEGER;
    if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER;
    if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
      if (transfer === SRGBTransfer) {
        extension = extensions.get("WEBGL_compressed_texture_s3tc_srgb");
        if (extension !== null) {
          if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
          if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
          if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
          if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
        } else {
          return null;
        }
      } else {
        extension = extensions.get("WEBGL_compressed_texture_s3tc");
        if (extension !== null) {
          if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
          if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
          if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
          if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
        } else {
          return null;
        }
      }
    }
    if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {
      extension = extensions.get("WEBGL_compressed_texture_pvrtc");
      if (extension !== null) {
        if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
        if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
        if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
        if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
      } else {
        return null;
      }
    }
    if (p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format || p === R11_EAC_Format || p === SIGNED_R11_EAC_Format || p === RG11_EAC_Format || p === SIGNED_RG11_EAC_Format) {
      extension = extensions.get("WEBGL_compressed_texture_etc");
      if (extension !== null) {
        if (p === RGB_ETC1_Format || p === RGB_ETC2_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
        if (p === RGBA_ETC2_EAC_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
        if (p === R11_EAC_Format) return extension.COMPRESSED_R11_EAC;
        if (p === SIGNED_R11_EAC_Format) return extension.COMPRESSED_SIGNED_R11_EAC;
        if (p === RG11_EAC_Format) return extension.COMPRESSED_RG11_EAC;
        if (p === SIGNED_RG11_EAC_Format) return extension.COMPRESSED_SIGNED_RG11_EAC;
      } else {
        return null;
      }
    }
    if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format) {
      extension = extensions.get("WEBGL_compressed_texture_astc");
      if (extension !== null) {
        if (p === RGBA_ASTC_4x4_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
        if (p === RGBA_ASTC_5x4_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
        if (p === RGBA_ASTC_5x5_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
        if (p === RGBA_ASTC_6x5_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
        if (p === RGBA_ASTC_6x6_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
        if (p === RGBA_ASTC_8x5_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
        if (p === RGBA_ASTC_8x6_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
        if (p === RGBA_ASTC_8x8_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
        if (p === RGBA_ASTC_10x5_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
        if (p === RGBA_ASTC_10x6_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
        if (p === RGBA_ASTC_10x8_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
        if (p === RGBA_ASTC_10x10_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
        if (p === RGBA_ASTC_12x10_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
        if (p === RGBA_ASTC_12x12_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
      } else {
        return null;
      }
    }
    if (p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format) {
      extension = extensions.get("EXT_texture_compression_bptc");
      if (extension !== null) {
        if (p === RGBA_BPTC_Format) return transfer === SRGBTransfer ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
        if (p === RGB_BPTC_SIGNED_Format) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
        if (p === RGB_BPTC_UNSIGNED_Format) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
      } else {
        return null;
      }
    }
    if (p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format) {
      extension = extensions.get("EXT_texture_compression_rgtc");
      if (extension !== null) {
        if (p === RED_RGTC1_Format) return extension.COMPRESSED_RED_RGTC1_EXT;
        if (p === SIGNED_RED_RGTC1_Format) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
        if (p === RED_GREEN_RGTC2_Format) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
        if (p === SIGNED_RED_GREEN_RGTC2_Format) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
      } else {
        return null;
      }
    }
    if (p === UnsignedInt248Type) return gl.UNSIGNED_INT_24_8;
    return gl[p] !== void 0 ? gl[p] : null;
  }
  return { convert };
}
var _occlusion_vertex = `
void main() {

	gl_Position = vec4( position, 1.0 );

}`;
var _occlusion_fragment = `
uniform sampler2DArray depthColor;
uniform float depthWidth;
uniform float depthHeight;

void main() {

	vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );

	if ( coord.x >= 1.0 ) {

		gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;

	} else {

		gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;

	}

}`;
var WebXRDepthSensing = class {
  /**
   * Constructs a new depth sensing module.
   */
  constructor() {
    this.texture = null;
    this.mesh = null;
    this.depthNear = 0;
    this.depthFar = 0;
  }
  /**
   * Inits the depth sensing module
   *
   * @param {XRWebGLDepthInformation} depthData - The XR depth data.
   * @param {XRRenderState} renderState - The XR render state.
   */
  init(depthData, renderState) {
    if (this.texture === null) {
      const texture = new ExternalTexture(depthData.texture);
      if (depthData.depthNear !== renderState.depthNear || depthData.depthFar !== renderState.depthFar) {
        this.depthNear = depthData.depthNear;
        this.depthFar = depthData.depthFar;
      }
      this.texture = texture;
    }
  }
  /**
   * Returns a plane mesh that visualizes the depth texture.
   *
   * @param {ArrayCamera} cameraXR - The XR camera.
   * @return {?Mesh} The plane mesh.
   */
  getMesh(cameraXR) {
    if (this.texture !== null) {
      if (this.mesh === null) {
        const viewport = cameraXR.cameras[0].viewport;
        const material = new ShaderMaterial({
          vertexShader: _occlusion_vertex,
          fragmentShader: _occlusion_fragment,
          uniforms: {
            depthColor: { value: this.texture },
            depthWidth: { value: viewport.z },
            depthHeight: { value: viewport.w }
          }
        });
        this.mesh = new Mesh(new PlaneGeometry(20, 20), material);
      }
    }
    return this.mesh;
  }
  /**
   * Resets the module
   */
  reset() {
    this.texture = null;
    this.mesh = null;
  }
  /**
   * Returns a texture representing the depth of the user's environment.
   *
   * @return {?ExternalTexture} The depth texture.
   */
  getDepthTexture() {
    return this.texture;
  }
};
var WebXRManager = class extends EventDispatcher {
  /**
   * Constructs a new WebGL renderer.
   *
   * @param {WebGLRenderer} renderer - The renderer.
   * @param {WebGL2RenderingContext} gl - The rendering context.
   */
  constructor(renderer, gl) {
    super();
    const scope = this;
    let session = null;
    let framebufferScaleFactor = 1;
    let referenceSpace = null;
    let referenceSpaceType = "local-floor";
    let foveation = 1;
    let customReferenceSpace = null;
    let pose = null;
    let glBinding = null;
    let glProjLayer = null;
    let glBaseLayer = null;
    let xrFrame = null;
    const supportsGlBinding = typeof XRWebGLBinding !== "undefined";
    const depthSensing = new WebXRDepthSensing();
    const cameraAccessTextures = {};
    const attributes = gl.getContextAttributes();
    let initialRenderTarget = null;
    let newRenderTarget = null;
    const controllers = [];
    const controllerInputSources = [];
    const currentSize = new Vector2();
    let currentPixelRatio = null;
    const cameraL = new PerspectiveCamera();
    cameraL.viewport = new Vector4();
    const cameraR = new PerspectiveCamera();
    cameraR.viewport = new Vector4();
    const cameras = [cameraL, cameraR];
    const cameraXR = new ArrayCamera();
    let _currentDepthNear = null;
    let _currentDepthFar = null;
    this.cameraAutoUpdate = true;
    this.enabled = false;
    this.isPresenting = false;
    this.getController = function(index) {
      let controller = controllers[index];
      if (controller === void 0) {
        controller = new WebXRController();
        controllers[index] = controller;
      }
      return controller.getTargetRaySpace();
    };
    this.getControllerGrip = function(index) {
      let controller = controllers[index];
      if (controller === void 0) {
        controller = new WebXRController();
        controllers[index] = controller;
      }
      return controller.getGripSpace();
    };
    this.getHand = function(index) {
      let controller = controllers[index];
      if (controller === void 0) {
        controller = new WebXRController();
        controllers[index] = controller;
      }
      return controller.getHandSpace();
    };
    function onSessionEvent(event) {
      const controllerIndex = controllerInputSources.indexOf(event.inputSource);
      if (controllerIndex === -1) {
        return;
      }
      const controller = controllers[controllerIndex];
      if (controller !== void 0) {
        controller.update(event.inputSource, event.frame, customReferenceSpace || referenceSpace);
        controller.dispatchEvent({ type: event.type, data: event.inputSource });
      }
    }
    function onSessionEnd() {
      session.removeEventListener("select", onSessionEvent);
      session.removeEventListener("selectstart", onSessionEvent);
      session.removeEventListener("selectend", onSessionEvent);
      session.removeEventListener("squeeze", onSessionEvent);
      session.removeEventListener("squeezestart", onSessionEvent);
      session.removeEventListener("squeezeend", onSessionEvent);
      session.removeEventListener("end", onSessionEnd);
      session.removeEventListener("inputsourceschange", onInputSourcesChange);
      for (let i = 0; i < controllers.length; i++) {
        const inputSource = controllerInputSources[i];
        if (inputSource === null) continue;
        controllerInputSources[i] = null;
        controllers[i].disconnect(inputSource);
      }
      _currentDepthNear = null;
      _currentDepthFar = null;
      depthSensing.reset();
      for (const key in cameraAccessTextures) {
        delete cameraAccessTextures[key];
      }
      renderer.setRenderTarget(initialRenderTarget);
      glBaseLayer = null;
      glProjLayer = null;
      glBinding = null;
      session = null;
      newRenderTarget = null;
      animation.stop();
      scope.isPresenting = false;
      renderer.setPixelRatio(currentPixelRatio);
      renderer.setSize(currentSize.width, currentSize.height, false);
      scope.dispatchEvent({ type: "sessionend" });
    }
    this.setFramebufferScaleFactor = function(value) {
      framebufferScaleFactor = value;
      if (scope.isPresenting === true) {
        warn("WebXRManager: Cannot change framebuffer scale while presenting.");
      }
    };
    this.setReferenceSpaceType = function(value) {
      referenceSpaceType = value;
      if (scope.isPresenting === true) {
        warn("WebXRManager: Cannot change reference space type while presenting.");
      }
    };
    this.getReferenceSpace = function() {
      return customReferenceSpace || referenceSpace;
    };
    this.setReferenceSpace = function(space) {
      customReferenceSpace = space;
    };
    this.getBaseLayer = function() {
      return glProjLayer !== null ? glProjLayer : glBaseLayer;
    };
    this.getBinding = function() {
      if (glBinding === null && supportsGlBinding) {
        glBinding = new XRWebGLBinding(session, gl);
      }
      return glBinding;
    };
    this.getFrame = function() {
      return xrFrame;
    };
    this.getSession = function() {
      return session;
    };
    this.setSession = async function(value) {
      session = value;
      if (session !== null) {
        initialRenderTarget = renderer.getRenderTarget();
        session.addEventListener("select", onSessionEvent);
        session.addEventListener("selectstart", onSessionEvent);
        session.addEventListener("selectend", onSessionEvent);
        session.addEventListener("squeeze", onSessionEvent);
        session.addEventListener("squeezestart", onSessionEvent);
        session.addEventListener("squeezeend", onSessionEvent);
        session.addEventListener("end", onSessionEnd);
        session.addEventListener("inputsourceschange", onInputSourcesChange);
        if (attributes.xrCompatible !== true) {
          await gl.makeXRCompatible();
        }
        currentPixelRatio = renderer.getPixelRatio();
        renderer.getSize(currentSize);
        const supportsLayers = supportsGlBinding && "createProjectionLayer" in XRWebGLBinding.prototype;
        if (!supportsLayers) {
          const layerInit = {
            antialias: attributes.antialias,
            alpha: true,
            depth: attributes.depth,
            stencil: attributes.stencil,
            framebufferScaleFactor
          };
          glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
          session.updateRenderState({ baseLayer: glBaseLayer });
          renderer.setPixelRatio(1);
          renderer.setSize(glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false);
          newRenderTarget = new WebGLRenderTarget(
            glBaseLayer.framebufferWidth,
            glBaseLayer.framebufferHeight,
            {
              format: RGBAFormat,
              type: UnsignedByteType,
              colorSpace: renderer.outputColorSpace,
              stencilBuffer: attributes.stencil,
              resolveDepthBuffer: glBaseLayer.ignoreDepthValues === false,
              resolveStencilBuffer: glBaseLayer.ignoreDepthValues === false
            }
          );
        } else {
          let depthFormat = null;
          let depthType = null;
          let glDepthFormat = null;
          if (attributes.depth) {
            glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
            depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;
            depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;
          }
          const projectionlayerInit = {
            colorFormat: gl.RGBA8,
            depthFormat: glDepthFormat,
            scaleFactor: framebufferScaleFactor
          };
          glBinding = this.getBinding();
          glProjLayer = glBinding.createProjectionLayer(projectionlayerInit);
          session.updateRenderState({ layers: [glProjLayer] });
          renderer.setPixelRatio(1);
          renderer.setSize(glProjLayer.textureWidth, glProjLayer.textureHeight, false);
          newRenderTarget = new WebGLRenderTarget(
            glProjLayer.textureWidth,
            glProjLayer.textureHeight,
            {
              format: RGBAFormat,
              type: UnsignedByteType,
              depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, void 0, void 0, void 0, void 0, void 0, void 0, depthFormat),
              stencilBuffer: attributes.stencil,
              colorSpace: renderer.outputColorSpace,
              samples: attributes.antialias ? 4 : 0,
              resolveDepthBuffer: glProjLayer.ignoreDepthValues === false,
              resolveStencilBuffer: glProjLayer.ignoreDepthValues === false
            }
          );
        }
        newRenderTarget.isXRRenderTarget = true;
        this.setFoveation(foveation);
        customReferenceSpace = null;
        referenceSpace = await session.requestReferenceSpace(referenceSpaceType);
        animation.setContext(session);
        animation.start();
        scope.isPresenting = true;
        scope.dispatchEvent({ type: "sessionstart" });
      }
    };
    this.getEnvironmentBlendMode = function() {
      if (session !== null) {
        return session.environmentBlendMode;
      }
    };
    this.getDepthTexture = function() {
      return depthSensing.getDepthTexture();
    };
    function onInputSourcesChange(event) {
      for (let i = 0; i < event.removed.length; i++) {
        const inputSource = event.removed[i];
        const index = controllerInputSources.indexOf(inputSource);
        if (index >= 0) {
          controllerInputSources[index] = null;
          controllers[index].disconnect(inputSource);
        }
      }
      for (let i = 0; i < event.added.length; i++) {
        const inputSource = event.added[i];
        let controllerIndex = controllerInputSources.indexOf(inputSource);
        if (controllerIndex === -1) {
          for (let i2 = 0; i2 < controllers.length; i2++) {
            if (i2 >= controllerInputSources.length) {
              controllerInputSources.push(inputSource);
              controllerIndex = i2;
              break;
            } else if (controllerInputSources[i2] === null) {
              controllerInputSources[i2] = inputSource;
              controllerIndex = i2;
              break;
            }
          }
          if (controllerIndex === -1) break;
        }
        const controller = controllers[controllerIndex];
        if (controller) {
          controller.connect(inputSource);
        }
      }
    }
    const cameraLPos = new Vector3();
    const cameraRPos = new Vector3();
    function setProjectionFromUnion(camera, cameraL2, cameraR2) {
      cameraLPos.setFromMatrixPosition(cameraL2.matrixWorld);
      cameraRPos.setFromMatrixPosition(cameraR2.matrixWorld);
      const ipd = cameraLPos.distanceTo(cameraRPos);
      const projL = cameraL2.projectionMatrix.elements;
      const projR = cameraR2.projectionMatrix.elements;
      const near = projL[14] / (projL[10] - 1);
      const far = projL[14] / (projL[10] + 1);
      const topFov = (projL[9] + 1) / projL[5];
      const bottomFov = (projL[9] - 1) / projL[5];
      const leftFov = (projL[8] - 1) / projL[0];
      const rightFov = (projR[8] + 1) / projR[0];
      const left = near * leftFov;
      const right = near * rightFov;
      const zOffset = ipd / (-leftFov + rightFov);
      const xOffset = zOffset * -leftFov;
      cameraL2.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
      camera.translateX(xOffset);
      camera.translateZ(zOffset);
      camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
      camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
      if (projL[10] === -1) {
        camera.projectionMatrix.copy(cameraL2.projectionMatrix);
        camera.projectionMatrixInverse.copy(cameraL2.projectionMatrixInverse);
      } else {
        const near2 = near + zOffset;
        const far2 = far + zOffset;
        const left2 = left - xOffset;
        const right2 = right + (ipd - xOffset);
        const top2 = topFov * far / far2 * near2;
        const bottom2 = bottomFov * far / far2 * near2;
        camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
        camera.projectionMatrixInverse.copy(camera.projectionMatrix).invert();
      }
    }
    function updateCamera(camera, parent) {
      if (parent === null) {
        camera.matrixWorld.copy(camera.matrix);
      } else {
        camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
      }
      camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
    }
    this.updateCamera = function(camera) {
      if (session === null) return;
      let depthNear = camera.near;
      let depthFar = camera.far;
      if (depthSensing.texture !== null) {
        if (depthSensing.depthNear > 0) depthNear = depthSensing.depthNear;
        if (depthSensing.depthFar > 0) depthFar = depthSensing.depthFar;
      }
      cameraXR.near = cameraR.near = cameraL.near = depthNear;
      cameraXR.far = cameraR.far = cameraL.far = depthFar;
      if (_currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far) {
        session.updateRenderState({
          depthNear: cameraXR.near,
          depthFar: cameraXR.far
        });
        _currentDepthNear = cameraXR.near;
        _currentDepthFar = cameraXR.far;
      }
      cameraXR.layers.mask = camera.layers.mask | 6;
      cameraL.layers.mask = cameraXR.layers.mask & 3;
      cameraR.layers.mask = cameraXR.layers.mask & 5;
      const parent = camera.parent;
      const cameras2 = cameraXR.cameras;
      updateCamera(cameraXR, parent);
      for (let i = 0; i < cameras2.length; i++) {
        updateCamera(cameras2[i], parent);
      }
      if (cameras2.length === 2) {
        setProjectionFromUnion(cameraXR, cameraL, cameraR);
      } else {
        cameraXR.projectionMatrix.copy(cameraL.projectionMatrix);
      }
      updateUserCamera(camera, cameraXR, parent);
    };
    function updateUserCamera(camera, cameraXR2, parent) {
      if (parent === null) {
        camera.matrix.copy(cameraXR2.matrixWorld);
      } else {
        camera.matrix.copy(parent.matrixWorld);
        camera.matrix.invert();
        camera.matrix.multiply(cameraXR2.matrixWorld);
      }
      camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
      camera.updateMatrixWorld(true);
      camera.projectionMatrix.copy(cameraXR2.projectionMatrix);
      camera.projectionMatrixInverse.copy(cameraXR2.projectionMatrixInverse);
      if (camera.isPerspectiveCamera) {
        camera.fov = RAD2DEG * 2 * Math.atan(1 / camera.projectionMatrix.elements[5]);
        camera.zoom = 1;
      }
    }
    this.getCamera = function() {
      return cameraXR;
    };
    this.getFoveation = function() {
      if (glProjLayer === null && glBaseLayer === null) {
        return void 0;
      }
      return foveation;
    };
    this.setFoveation = function(value) {
      foveation = value;
      if (glProjLayer !== null) {
        glProjLayer.fixedFoveation = value;
      }
      if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== void 0) {
        glBaseLayer.fixedFoveation = value;
      }
    };
    this.hasDepthSensing = function() {
      return depthSensing.texture !== null;
    };
    this.getDepthSensingMesh = function() {
      return depthSensing.getMesh(cameraXR);
    };
    this.getCameraTexture = function(xrCamera) {
      return cameraAccessTextures[xrCamera];
    };
    let onAnimationFrameCallback = null;
    function onAnimationFrame(time, frame) {
      pose = frame.getViewerPose(customReferenceSpace || referenceSpace);
      xrFrame = frame;
      if (pose !== null) {
        const views = pose.views;
        if (glBaseLayer !== null) {
          renderer.setRenderTargetFramebuffer(newRenderTarget, glBaseLayer.framebuffer);
          renderer.setRenderTarget(newRenderTarget);
        }
        let cameraXRNeedsUpdate = false;
        if (views.length !== cameraXR.cameras.length) {
          cameraXR.cameras.length = 0;
          cameraXRNeedsUpdate = true;
        }
        for (let i = 0; i < views.length; i++) {
          const view = views[i];
          let viewport = null;
          if (glBaseLayer !== null) {
            viewport = glBaseLayer.getViewport(view);
          } else {
            const glSubImage = glBinding.getViewSubImage(glProjLayer, view);
            viewport = glSubImage.viewport;
            if (i === 0) {
              renderer.setRenderTargetTextures(
                newRenderTarget,
                glSubImage.colorTexture,
                glSubImage.depthStencilTexture
              );
              renderer.setRenderTarget(newRenderTarget);
            }
          }
          let camera = cameras[i];
          if (camera === void 0) {
            camera = new PerspectiveCamera();
            camera.layers.enable(i);
            camera.viewport = new Vector4();
            cameras[i] = camera;
          }
          camera.matrix.fromArray(view.transform.matrix);
          camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
          camera.projectionMatrix.fromArray(view.projectionMatrix);
          camera.projectionMatrixInverse.copy(camera.projectionMatrix).invert();
          camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
          if (i === 0) {
            cameraXR.matrix.copy(camera.matrix);
            cameraXR.matrix.decompose(cameraXR.position, cameraXR.quaternion, cameraXR.scale);
          }
          if (cameraXRNeedsUpdate === true) {
            cameraXR.cameras.push(camera);
          }
        }
        const enabledFeatures = session.enabledFeatures;
        const gpuDepthSensingEnabled = enabledFeatures && enabledFeatures.includes("depth-sensing") && session.depthUsage == "gpu-optimized";
        if (gpuDepthSensingEnabled && supportsGlBinding) {
          glBinding = scope.getBinding();
          const depthData = glBinding.getDepthInformation(views[0]);
          if (depthData && depthData.isValid && depthData.texture) {
            depthSensing.init(depthData, session.renderState);
          }
        }
        const cameraAccessEnabled = enabledFeatures && enabledFeatures.includes("camera-access");
        if (cameraAccessEnabled && supportsGlBinding) {
          renderer.state.unbindTexture();
          glBinding = scope.getBinding();
          for (let i = 0; i < views.length; i++) {
            const camera = views[i].camera;
            if (camera) {
              let cameraTex = cameraAccessTextures[camera];
              if (!cameraTex) {
                cameraTex = new ExternalTexture();
                cameraAccessTextures[camera] = cameraTex;
              }
              const glTexture = glBinding.getCameraImage(camera);
              cameraTex.sourceTexture = glTexture;
            }
          }
        }
      }
      for (let i = 0; i < controllers.length; i++) {
        const inputSource = controllerInputSources[i];
        const controller = controllers[i];
        if (inputSource !== null && controller !== void 0) {
          controller.update(inputSource, frame, customReferenceSpace || referenceSpace);
        }
      }
      if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
      if (frame.detectedPlanes) {
        scope.dispatchEvent({ type: "planesdetected", data: frame });
      }
      xrFrame = null;
    }
    const animation = new WebGLAnimation();
    animation.setAnimationLoop(onAnimationFrame);
    this.setAnimationLoop = function(callback) {
      onAnimationFrameCallback = callback;
    };
    this.dispose = function() {
    };
  }
};
var _e1 = new Euler();
var _m12 = new Matrix4();
function WebGLMaterials(renderer, properties) {
  function refreshTransformUniform(map, uniform) {
    if (map.matrixAutoUpdate === true) {
      map.updateMatrix();
    }
    uniform.value.copy(map.matrix);
  }
  function refreshFogUniforms(uniforms, fog) {
    fog.color.getRGB(uniforms.fogColor.value, getUnlitUniformColorSpace(renderer));
    if (fog.isFog) {
      uniforms.fogNear.value = fog.near;
      uniforms.fogFar.value = fog.far;
    } else if (fog.isFogExp2) {
      uniforms.fogDensity.value = fog.density;
    }
  }
  function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) {
    if (material.isMeshBasicMaterial) {
      refreshUniformsCommon(uniforms, material);
    } else if (material.isMeshLambertMaterial) {
      refreshUniformsCommon(uniforms, material);
    } else if (material.isMeshToonMaterial) {
      refreshUniformsCommon(uniforms, material);
      refreshUniformsToon(uniforms, material);
    } else if (material.isMeshPhongMaterial) {
      refreshUniformsCommon(uniforms, material);
      refreshUniformsPhong(uniforms, material);
    } else if (material.isMeshStandardMaterial) {
      refreshUniformsCommon(uniforms, material);
      refreshUniformsStandard(uniforms, material);
      if (material.isMeshPhysicalMaterial) {
        refreshUniformsPhysical(uniforms, material, transmissionRenderTarget);
      }
    } else if (material.isMeshMatcapMaterial) {
      refreshUniformsCommon(uniforms, material);
      refreshUniformsMatcap(uniforms, material);
    } else if (material.isMeshDepthMaterial) {
      refreshUniformsCommon(uniforms, material);
    } else if (material.isMeshDistanceMaterial) {
      refreshUniformsCommon(uniforms, material);
      refreshUniformsDistance(uniforms, material);
    } else if (material.isMeshNormalMaterial) {
      refreshUniformsCommon(uniforms, material);
    } else if (material.isLineBasicMaterial) {
      refreshUniformsLine(uniforms, material);
      if (material.isLineDashedMaterial) {
        refreshUniformsDash(uniforms, material);
      }
    } else if (material.isPointsMaterial) {
      refreshUniformsPoints(uniforms, material, pixelRatio, height);
    } else if (material.isSpriteMaterial) {
      refreshUniformsSprites(uniforms, material);
    } else if (material.isShadowMaterial) {
      uniforms.color.value.copy(material.color);
      uniforms.opacity.value = material.opacity;
    } else if (material.isShaderMaterial) {
      material.uniformsNeedUpdate = false;
    }
  }
  function refreshUniformsCommon(uniforms, material) {
    uniforms.opacity.value = material.opacity;
    if (material.color) {
      uniforms.diffuse.value.copy(material.color);
    }
    if (material.emissive) {
      uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
    }
    if (material.map) {
      uniforms.map.value = material.map;
      refreshTransformUniform(material.map, uniforms.mapTransform);
    }
    if (material.alphaMap) {
      uniforms.alphaMap.value = material.alphaMap;
      refreshTransformUniform(material.alphaMap, uniforms.alphaMapTransform);
    }
    if (material.bumpMap) {
      uniforms.bumpMap.value = material.bumpMap;
      refreshTransformUniform(material.bumpMap, uniforms.bumpMapTransform);
      uniforms.bumpScale.value = material.bumpScale;
      if (material.side === BackSide) {
        uniforms.bumpScale.value *= -1;
      }
    }
    if (material.normalMap) {
      uniforms.normalMap.value = material.normalMap;
      refreshTransformUniform(material.normalMap, uniforms.normalMapTransform);
      uniforms.normalScale.value.copy(material.normalScale);
      if (material.side === BackSide) {
        uniforms.normalScale.value.negate();
      }
    }
    if (material.displacementMap) {
      uniforms.displacementMap.value = material.displacementMap;
      refreshTransformUniform(material.displacementMap, uniforms.displacementMapTransform);
      uniforms.displacementScale.value = material.displacementScale;
      uniforms.displacementBias.value = material.displacementBias;
    }
    if (material.emissiveMap) {
      uniforms.emissiveMap.value = material.emissiveMap;
      refreshTransformUniform(material.emissiveMap, uniforms.emissiveMapTransform);
    }
    if (material.specularMap) {
      uniforms.specularMap.value = material.specularMap;
      refreshTransformUniform(material.specularMap, uniforms.specularMapTransform);
    }
    if (material.alphaTest > 0) {
      uniforms.alphaTest.value = material.alphaTest;
    }
    const materialProperties = properties.get(material);
    const envMap = materialProperties.envMap;
    const envMapRotation = materialProperties.envMapRotation;
    if (envMap) {
      uniforms.envMap.value = envMap;
      _e1.copy(envMapRotation);
      _e1.x *= -1;
      _e1.y *= -1;
      _e1.z *= -1;
      if (envMap.isCubeTexture && envMap.isRenderTargetTexture === false) {
        _e1.y *= -1;
        _e1.z *= -1;
      }
      uniforms.envMapRotation.value.setFromMatrix4(_m12.makeRotationFromEuler(_e1));
      uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;
      uniforms.reflectivity.value = material.reflectivity;
      uniforms.ior.value = material.ior;
      uniforms.refractionRatio.value = material.refractionRatio;
    }
    if (material.lightMap) {
      uniforms.lightMap.value = material.lightMap;
      uniforms.lightMapIntensity.value = material.lightMapIntensity;
      refreshTransformUniform(material.lightMap, uniforms.lightMapTransform);
    }
    if (material.aoMap) {
      uniforms.aoMap.value = material.aoMap;
      uniforms.aoMapIntensity.value = material.aoMapIntensity;
      refreshTransformUniform(material.aoMap, uniforms.aoMapTransform);
    }
  }
  function refreshUniformsLine(uniforms, material) {
    uniforms.diffuse.value.copy(material.color);
    uniforms.opacity.value = material.opacity;
    if (material.map) {
      uniforms.map.value = material.map;
      refreshTransformUniform(material.map, uniforms.mapTransform);
    }
  }
  function refreshUniformsDash(uniforms, material) {
    uniforms.dashSize.value = material.dashSize;
    uniforms.totalSize.value = material.dashSize + material.gapSize;
    uniforms.scale.value = material.scale;
  }
  function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
    uniforms.diffuse.value.copy(material.color);
    uniforms.opacity.value = material.opacity;
    uniforms.size.value = material.size * pixelRatio;
    uniforms.scale.value = height * 0.5;
    if (material.map) {
      uniforms.map.value = material.map;
      refreshTransformUniform(material.map, uniforms.uvTransform);
    }
    if (material.alphaMap) {
      uniforms.alphaMap.value = material.alphaMap;
      refreshTransformUniform(material.alphaMap, uniforms.alphaMapTransform);
    }
    if (material.alphaTest > 0) {
      uniforms.alphaTest.value = material.alphaTest;
    }
  }
  function refreshUniformsSprites(uniforms, material) {
    uniforms.diffuse.value.copy(material.color);
    uniforms.opacity.value = material.opacity;
    uniforms.rotation.value = material.rotation;
    if (material.map) {
      uniforms.map.value = material.map;
      refreshTransformUniform(material.map, uniforms.mapTransform);
    }
    if (material.alphaMap) {
      uniforms.alphaMap.value = material.alphaMap;
      refreshTransformUniform(material.alphaMap, uniforms.alphaMapTransform);
    }
    if (material.alphaTest > 0) {
      uniforms.alphaTest.value = material.alphaTest;
    }
  }
  function refreshUniformsPhong(uniforms, material) {
    uniforms.specular.value.copy(material.specular);
    uniforms.shininess.value = Math.max(material.shininess, 1e-4);
  }
  function refreshUniformsToon(uniforms, material) {
    if (material.gradientMap) {
      uniforms.gradientMap.value = material.gradientMap;
    }
  }
  function refreshUniformsStandard(uniforms, material) {
    uniforms.metalness.value = material.metalness;
    if (material.metalnessMap) {
      uniforms.metalnessMap.value = material.metalnessMap;
      refreshTransformUniform(material.metalnessMap, uniforms.metalnessMapTransform);
    }
    uniforms.roughness.value = material.roughness;
    if (material.roughnessMap) {
      uniforms.roughnessMap.value = material.roughnessMap;
      refreshTransformUniform(material.roughnessMap, uniforms.roughnessMapTransform);
    }
    if (material.envMap) {
      uniforms.envMapIntensity.value = material.envMapIntensity;
    }
  }
  function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) {
    uniforms.ior.value = material.ior;
    if (material.sheen > 0) {
      uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen);
      uniforms.sheenRoughness.value = material.sheenRoughness;
      if (material.sheenColorMap) {
        uniforms.sheenColorMap.value = material.sheenColorMap;
        refreshTransformUniform(material.sheenColorMap, uniforms.sheenColorMapTransform);
      }
      if (material.sheenRoughnessMap) {
        uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;
        refreshTransformUniform(material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform);
      }
    }
    if (material.clearcoat > 0) {
      uniforms.clearcoat.value = material.clearcoat;
      uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
      if (material.clearcoatMap) {
        uniforms.clearcoatMap.value = material.clearcoatMap;
        refreshTransformUniform(material.clearcoatMap, uniforms.clearcoatMapTransform);
      }
      if (material.clearcoatRoughnessMap) {
        uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
        refreshTransformUniform(material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform);
      }
      if (material.clearcoatNormalMap) {
        uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
        refreshTransformUniform(material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform);
        uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
        if (material.side === BackSide) {
          uniforms.clearcoatNormalScale.value.negate();
        }
      }
    }
    if (material.dispersion > 0) {
      uniforms.dispersion.value = material.dispersion;
    }
    if (material.iridescence > 0) {
      uniforms.iridescence.value = material.iridescence;
      uniforms.iridescenceIOR.value = material.iridescenceIOR;
      uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[0];
      uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[1];
      if (material.iridescenceMap) {
        uniforms.iridescenceMap.value = material.iridescenceMap;
        refreshTransformUniform(material.iridescenceMap, uniforms.iridescenceMapTransform);
      }
      if (material.iridescenceThicknessMap) {
        uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;
        refreshTransformUniform(material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform);
      }
    }
    if (material.transmission > 0) {
      uniforms.transmission.value = material.transmission;
      uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
      uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height);
      if (material.transmissionMap) {
        uniforms.transmissionMap.value = material.transmissionMap;
        refreshTransformUniform(material.transmissionMap, uniforms.transmissionMapTransform);
      }
      uniforms.thickness.value = material.thickness;
      if (material.thicknessMap) {
        uniforms.thicknessMap.value = material.thicknessMap;
        refreshTransformUniform(material.thicknessMap, uniforms.thicknessMapTransform);
      }
      uniforms.attenuationDistance.value = material.attenuationDistance;
      uniforms.attenuationColor.value.copy(material.attenuationColor);
    }
    if (material.anisotropy > 0) {
      uniforms.anisotropyVector.value.set(material.anisotropy * Math.cos(material.anisotropyRotation), material.anisotropy * Math.sin(material.anisotropyRotation));
      if (material.anisotropyMap) {
        uniforms.anisotropyMap.value = material.anisotropyMap;
        refreshTransformUniform(material.anisotropyMap, uniforms.anisotropyMapTransform);
      }
    }
    uniforms.specularIntensity.value = material.specularIntensity;
    uniforms.specularColor.value.copy(material.specularColor);
    if (material.specularColorMap) {
      uniforms.specularColorMap.value = material.specularColorMap;
      refreshTransformUniform(material.specularColorMap, uniforms.specularColorMapTransform);
    }
    if (material.specularIntensityMap) {
      uniforms.specularIntensityMap.value = material.specularIntensityMap;
      refreshTransformUniform(material.specularIntensityMap, uniforms.specularIntensityMapTransform);
    }
  }
  function refreshUniformsMatcap(uniforms, material) {
    if (material.matcap) {
      uniforms.matcap.value = material.matcap;
    }
  }
  function refreshUniformsDistance(uniforms, material) {
    const light = properties.get(material).light;
    uniforms.referencePosition.value.setFromMatrixPosition(light.matrixWorld);
    uniforms.nearDistance.value = light.shadow.camera.near;
    uniforms.farDistance.value = light.shadow.camera.far;
  }
  return {
    refreshFogUniforms,
    refreshMaterialUniforms
  };
}
function WebGLUniformsGroups(gl, info, capabilities, state) {
  let buffers = {};
  let updateList = {};
  let allocatedBindingPoints = [];
  const maxBindingPoints = gl.getParameter(gl.MAX_UNIFORM_BUFFER_BINDINGS);
  function bind(uniformsGroup, program) {
    const webglProgram = program.program;
    state.uniformBlockBinding(uniformsGroup, webglProgram);
  }
  function update(uniformsGroup, program) {
    let buffer = buffers[uniformsGroup.id];
    if (buffer === void 0) {
      prepareUniformsGroup(uniformsGroup);
      buffer = createBuffer(uniformsGroup);
      buffers[uniformsGroup.id] = buffer;
      uniformsGroup.addEventListener("dispose", onUniformsGroupsDispose);
    }
    const webglProgram = program.program;
    state.updateUBOMapping(uniformsGroup, webglProgram);
    const frame = info.render.frame;
    if (updateList[uniformsGroup.id] !== frame) {
      updateBufferData(uniformsGroup);
      updateList[uniformsGroup.id] = frame;
    }
  }
  function createBuffer(uniformsGroup) {
    const bindingPointIndex = allocateBindingPointIndex();
    uniformsGroup.__bindingPointIndex = bindingPointIndex;
    const buffer = gl.createBuffer();
    const size = uniformsGroup.__size;
    const usage = uniformsGroup.usage;
    gl.bindBuffer(gl.UNIFORM_BUFFER, buffer);
    gl.bufferData(gl.UNIFORM_BUFFER, size, usage);
    gl.bindBuffer(gl.UNIFORM_BUFFER, null);
    gl.bindBufferBase(gl.UNIFORM_BUFFER, bindingPointIndex, buffer);
    return buffer;
  }
  function allocateBindingPointIndex() {
    for (let i = 0; i < maxBindingPoints; i++) {
      if (allocatedBindingPoints.indexOf(i) === -1) {
        allocatedBindingPoints.push(i);
        return i;
      }
    }
    error("WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.");
    return 0;
  }
  function updateBufferData(uniformsGroup) {
    const buffer = buffers[uniformsGroup.id];
    const uniforms = uniformsGroup.uniforms;
    const cache = uniformsGroup.__cache;
    gl.bindBuffer(gl.UNIFORM_BUFFER, buffer);
    for (let i = 0, il = uniforms.length; i < il; i++) {
      const uniformArray = Array.isArray(uniforms[i]) ? uniforms[i] : [uniforms[i]];
      for (let j = 0, jl = uniformArray.length; j < jl; j++) {
        const uniform = uniformArray[j];
        if (hasUniformChanged(uniform, i, j, cache) === true) {
          const offset = uniform.__offset;
          const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value];
          let arrayOffset = 0;
          for (let k = 0; k < values.length; k++) {
            const value = values[k];
            const info2 = getUniformSize(value);
            if (typeof value === "number" || typeof value === "boolean") {
              uniform.__data[0] = value;
              gl.bufferSubData(gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data);
            } else if (value.isMatrix3) {
              uniform.__data[0] = value.elements[0];
              uniform.__data[1] = value.elements[1];
              uniform.__data[2] = value.elements[2];
              uniform.__data[3] = 0;
              uniform.__data[4] = value.elements[3];
              uniform.__data[5] = value.elements[4];
              uniform.__data[6] = value.elements[5];
              uniform.__data[7] = 0;
              uniform.__data[8] = value.elements[6];
              uniform.__data[9] = value.elements[7];
              uniform.__data[10] = value.elements[8];
              uniform.__data[11] = 0;
            } else {
              value.toArray(uniform.__data, arrayOffset);
              arrayOffset += info2.storage / Float32Array.BYTES_PER_ELEMENT;
            }
          }
          gl.bufferSubData(gl.UNIFORM_BUFFER, offset, uniform.__data);
        }
      }
    }
    gl.bindBuffer(gl.UNIFORM_BUFFER, null);
  }
  function hasUniformChanged(uniform, index, indexArray, cache) {
    const value = uniform.value;
    const indexString = index + "_" + indexArray;
    if (cache[indexString] === void 0) {
      if (typeof value === "number" || typeof value === "boolean") {
        cache[indexString] = value;
      } else {
        cache[indexString] = value.clone();
      }
      return true;
    } else {
      const cachedObject = cache[indexString];
      if (typeof value === "number" || typeof value === "boolean") {
        if (cachedObject !== value) {
          cache[indexString] = value;
          return true;
        }
      } else {
        if (cachedObject.equals(value) === false) {
          cachedObject.copy(value);
          return true;
        }
      }
    }
    return false;
  }
  function prepareUniformsGroup(uniformsGroup) {
    const uniforms = uniformsGroup.uniforms;
    let offset = 0;
    const chunkSize = 16;
    for (let i = 0, l = uniforms.length; i < l; i++) {
      const uniformArray = Array.isArray(uniforms[i]) ? uniforms[i] : [uniforms[i]];
      for (let j = 0, jl = uniformArray.length; j < jl; j++) {
        const uniform = uniformArray[j];
        const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value];
        for (let k = 0, kl = values.length; k < kl; k++) {
          const value = values[k];
          const info2 = getUniformSize(value);
          const chunkOffset2 = offset % chunkSize;
          const chunkPadding = chunkOffset2 % info2.boundary;
          const chunkStart = chunkOffset2 + chunkPadding;
          offset += chunkPadding;
          if (chunkStart !== 0 && chunkSize - chunkStart < info2.storage) {
            offset += chunkSize - chunkStart;
          }
          uniform.__data = new Float32Array(info2.storage / Float32Array.BYTES_PER_ELEMENT);
          uniform.__offset = offset;
          offset += info2.storage;
        }
      }
    }
    const chunkOffset = offset % chunkSize;
    if (chunkOffset > 0) offset += chunkSize - chunkOffset;
    uniformsGroup.__size = offset;
    uniformsGroup.__cache = {};
    return this;
  }
  function getUniformSize(value) {
    const info2 = {
      boundary: 0,
      // bytes
      storage: 0
      // bytes
    };
    if (typeof value === "number" || typeof value === "boolean") {
      info2.boundary = 4;
      info2.storage = 4;
    } else if (value.isVector2) {
      info2.boundary = 8;
      info2.storage = 8;
    } else if (value.isVector3 || value.isColor) {
      info2.boundary = 16;
      info2.storage = 12;
    } else if (value.isVector4) {
      info2.boundary = 16;
      info2.storage = 16;
    } else if (value.isMatrix3) {
      info2.boundary = 48;
      info2.storage = 48;
    } else if (value.isMatrix4) {
      info2.boundary = 64;
      info2.storage = 64;
    } else if (value.isTexture) {
      warn("WebGLRenderer: Texture samplers can not be part of an uniforms group.");
    } else {
      warn("WebGLRenderer: Unsupported uniform value type.", value);
    }
    return info2;
  }
  function onUniformsGroupsDispose(event) {
    const uniformsGroup = event.target;
    uniformsGroup.removeEventListener("dispose", onUniformsGroupsDispose);
    const index = allocatedBindingPoints.indexOf(uniformsGroup.__bindingPointIndex);
    allocatedBindingPoints.splice(index, 1);
    gl.deleteBuffer(buffers[uniformsGroup.id]);
    delete buffers[uniformsGroup.id];
    delete updateList[uniformsGroup.id];
  }
  function dispose() {
    for (const id in buffers) {
      gl.deleteBuffer(buffers[id]);
    }
    allocatedBindingPoints = [];
    buffers = {};
    updateList = {};
  }
  return {
    bind,
    update,
    dispose
  };
}
var DATA = new Uint16Array([
  12469,
  15057,
  12620,
  14925,
  13266,
  14620,
  13807,
  14376,
  14323,
  13990,
  14545,
  13625,
  14713,
  13328,
  14840,
  12882,
  14931,
  12528,
  14996,
  12233,
  15039,
  11829,
  15066,
  11525,
  15080,
  11295,
  15085,
  10976,
  15082,
  10705,
  15073,
  10495,
  13880,
  14564,
  13898,
  14542,
  13977,
  14430,
  14158,
  14124,
  14393,
  13732,
  14556,
  13410,
  14702,
  12996,
  14814,
  12596,
  14891,
  12291,
  14937,
  11834,
  14957,
  11489,
  14958,
  11194,
  14943,
  10803,
  14921,
  10506,
  14893,
  10278,
  14858,
  9960,
  14484,
  14039,
  14487,
  14025,
  14499,
  13941,
  14524,
  13740,
  14574,
  13468,
  14654,
  13106,
  14743,
  12678,
  14818,
  12344,
  14867,
  11893,
  14889,
  11509,
  14893,
  11180,
  14881,
  10751,
  14852,
  10428,
  14812,
  10128,
  14765,
  9754,
  14712,
  9466,
  14764,
  13480,
  14764,
  13475,
  14766,
  13440,
  14766,
  13347,
  14769,
  13070,
  14786,
  12713,
  14816,
  12387,
  14844,
  11957,
  14860,
  11549,
  14868,
  11215,
  14855,
  10751,
  14825,
  10403,
  14782,
  10044,
  14729,
  9651,
  14666,
  9352,
  14599,
  9029,
  14967,
  12835,
  14966,
  12831,
  14963,
  12804,
  14954,
  12723,
  14936,
  12564,
  14917,
  12347,
  14900,
  11958,
  14886,
  11569,
  14878,
  11247,
  14859,
  10765,
  14828,
  10401,
  14784,
  10011,
  14727,
  9600,
  14660,
  9289,
  14586,
  8893,
  14508,
  8533,
  15111,
  12234,
  15110,
  12234,
  15104,
  12216,
  15092,
  12156,
  15067,
  12010,
  15028,
  11776,
  14981,
  11500,
  14942,
  11205,
  14902,
  10752,
  14861,
  10393,
  14812,
  9991,
  14752,
  9570,
  14682,
  9252,
  14603,
  8808,
  14519,
  8445,
  14431,
  8145,
  15209,
  11449,
  15208,
  11451,
  15202,
  11451,
  15190,
  11438,
  15163,
  11384,
  15117,
  11274,
  15055,
  10979,
  14994,
  10648,
  14932,
  10343,
  14871,
  9936,
  14803,
  9532,
  14729,
  9218,
  14645,
  8742,
  14556,
  8381,
  14461,
  8020,
  14365,
  7603,
  15273,
  10603,
  15272,
  10607,
  15267,
  10619,
  15256,
  10631,
  15231,
  10614,
  15182,
  10535,
  15118,
  10389,
  15042,
  10167,
  14963,
  9787,
  14883,
  9447,
  14800,
  9115,
  14710,
  8665,
  14615,
  8318,
  14514,
  7911,
  14411,
  7507,
  14279,
  7198,
  15314,
  9675,
  15313,
  9683,
  15309,
  9712,
  15298,
  9759,
  15277,
  9797,
  15229,
  9773,
  15166,
  9668,
  15084,
  9487,
  14995,
  9274,
  14898,
  8910,
  14800,
  8539,
  14697,
  8234,
  14590,
  7790,
  14479,
  7409,
  14367,
  7067,
  14178,
  6621,
  15337,
  8619,
  15337,
  8631,
  15333,
  8677,
  15325,
  8769,
  15305,
  8871,
  15264,
  8940,
  15202,
  8909,
  15119,
  8775,
  15022,
  8565,
  14916,
  8328,
  14804,
  8009,
  14688,
  7614,
  14569,
  7287,
  14448,
  6888,
  14321,
  6483,
  14088,
  6171,
  15350,
  7402,
  15350,
  7419,
  15347,
  7480,
  15340,
  7613,
  15322,
  7804,
  15287,
  7973,
  15229,
  8057,
  15148,
  8012,
  15046,
  7846,
  14933,
  7611,
  14810,
  7357,
  14682,
  7069,
  14552,
  6656,
  14421,
  6316,
  14251,
  5948,
  14007,
  5528,
  15356,
  5942,
  15356,
  5977,
  15353,
  6119,
  15348,
  6294,
  15332,
  6551,
  15302,
  6824,
  15249,
  7044,
  15171,
  7122,
  15070,
  7050,
  14949,
  6861,
  14818,
  6611,
  14679,
  6349,
  14538,
  6067,
  14398,
  5651,
  14189,
  5311,
  13935,
  4958,
  15359,
  4123,
  15359,
  4153,
  15356,
  4296,
  15353,
  4646,
  15338,
  5160,
  15311,
  5508,
  15263,
  5829,
  15188,
  6042,
  15088,
  6094,
  14966,
  6001,
  14826,
  5796,
  14678,
  5543,
  14527,
  5287,
  14377,
  4985,
  14133,
  4586,
  13869,
  4257,
  15360,
  1563,
  15360,
  1642,
  15358,
  2076,
  15354,
  2636,
  15341,
  3350,
  15317,
  4019,
  15273,
  4429,
  15203,
  4732,
  15105,
  4911,
  14981,
  4932,
  14836,
  4818,
  14679,
  4621,
  14517,
  4386,
  14359,
  4156,
  14083,
  3795,
  13808,
  3437,
  15360,
  122,
  15360,
  137,
  15358,
  285,
  15355,
  636,
  15344,
  1274,
  15322,
  2177,
  15281,
  2765,
  15215,
  3223,
  15120,
  3451,
  14995,
  3569,
  14846,
  3567,
  14681,
  3466,
  14511,
  3305,
  14344,
  3121,
  14037,
  2800,
  13753,
  2467,
  15360,
  0,
  15360,
  1,
  15359,
  21,
  15355,
  89,
  15346,
  253,
  15325,
  479,
  15287,
  796,
  15225,
  1148,
  15133,
  1492,
  15008,
  1749,
  14856,
  1882,
  14685,
  1886,
  14506,
  1783,
  14324,
  1608,
  13996,
  1398,
  13702,
  1183
]);
var lut = null;
function getDFGLUT() {
  if (lut === null) {
    lut = new DataTexture(DATA, 16, 16, RGFormat, HalfFloatType);
    lut.name = "DFG_LUT";
    lut.minFilter = LinearFilter;
    lut.magFilter = LinearFilter;
    lut.wrapS = ClampToEdgeWrapping;
    lut.wrapT = ClampToEdgeWrapping;
    lut.generateMipmaps = false;
    lut.needsUpdate = true;
  }
  return lut;
}
var WebGLRenderer = class {
  /**
   * Constructs a new WebGL renderer.
   *
   * @param {WebGLRenderer~Options} [parameters] - The configuration parameter.
   */
  constructor(parameters = {}) {
    const {
      canvas = createCanvasElement(),
      context = null,
      depth = true,
      stencil = false,
      alpha = false,
      antialias = false,
      premultipliedAlpha = true,
      preserveDrawingBuffer = false,
      powerPreference = "default",
      failIfMajorPerformanceCaveat = false,
      reversedDepthBuffer = false,
      outputBufferType = UnsignedByteType
    } = parameters;
    this.isWebGLRenderer = true;
    let _alpha;
    if (context !== null) {
      if (typeof WebGLRenderingContext !== "undefined" && context instanceof WebGLRenderingContext) {
        throw new Error("THREE.WebGLRenderer: WebGL 1 is not supported since r163.");
      }
      _alpha = context.getContextAttributes().alpha;
    } else {
      _alpha = alpha;
    }
    const _outputBufferType = outputBufferType;
    const INTEGER_FORMATS = /* @__PURE__ */ new Set([
      RGBAIntegerFormat,
      RGIntegerFormat,
      RedIntegerFormat
    ]);
    const UNSIGNED_TYPES = /* @__PURE__ */ new Set([
      UnsignedByteType,
      UnsignedIntType,
      UnsignedShortType,
      UnsignedInt248Type,
      UnsignedShort4444Type,
      UnsignedShort5551Type
    ]);
    const uintClearColor = new Uint32Array(4);
    const intClearColor = new Int32Array(4);
    let currentRenderList = null;
    let currentRenderState = null;
    const renderListStack = [];
    const renderStateStack = [];
    let output = null;
    this.domElement = canvas;
    this.debug = {
      /**
       * Enables error checking and reporting when shader programs are being compiled.
       * @type {boolean}
       */
      checkShaderErrors: true,
      /**
       * Callback for custom error reporting.
       * @type {?Function}
       */
      onShaderError: null
    };
    this.autoClear = true;
    this.autoClearColor = true;
    this.autoClearDepth = true;
    this.autoClearStencil = true;
    this.sortObjects = true;
    this.clippingPlanes = [];
    this.localClippingEnabled = false;
    this.toneMapping = NoToneMapping;
    this.toneMappingExposure = 1;
    this.transmissionResolutionScale = 1;
    const _this = this;
    let _isContextLost = false;
    this._outputColorSpace = SRGBColorSpace;
    let _currentActiveCubeFace = 0;
    let _currentActiveMipmapLevel = 0;
    let _currentRenderTarget = null;
    let _currentMaterialId = -1;
    let _currentCamera = null;
    const _currentViewport = new Vector4();
    const _currentScissor = new Vector4();
    let _currentScissorTest = null;
    const _currentClearColor = new Color(0);
    let _currentClearAlpha = 0;
    let _width = canvas.width;
    let _height = canvas.height;
    let _pixelRatio = 1;
    let _opaqueSort = null;
    let _transparentSort = null;
    const _viewport = new Vector4(0, 0, _width, _height);
    const _scissor = new Vector4(0, 0, _width, _height);
    let _scissorTest = false;
    const _frustum2 = new Frustum();
    let _clippingEnabled = false;
    let _localClippingEnabled = false;
    const _projScreenMatrix3 = new Matrix4();
    const _vector32 = new Vector3();
    const _vector4 = new Vector4();
    const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
    let _renderBackground = false;
    function getTargetPixelRatio() {
      return _currentRenderTarget === null ? _pixelRatio : 1;
    }
    let _gl = context;
    function getContext(contextName, contextAttributes) {
      return canvas.getContext(contextName, contextAttributes);
    }
    try {
      const contextAttributes = {
        alpha: true,
        depth,
        stencil,
        antialias,
        premultipliedAlpha,
        preserveDrawingBuffer,
        powerPreference,
        failIfMajorPerformanceCaveat
      };
      if ("setAttribute" in canvas) canvas.setAttribute("data-engine", `three.js r${REVISION}`);
      canvas.addEventListener("webglcontextlost", onContextLost, false);
      canvas.addEventListener("webglcontextrestored", onContextRestore, false);
      canvas.addEventListener("webglcontextcreationerror", onContextCreationError, false);
      if (_gl === null) {
        const contextName = "webgl2";
        _gl = getContext(contextName, contextAttributes);
        if (_gl === null) {
          if (getContext(contextName)) {
            throw new Error("Error creating WebGL context with your selected attributes.");
          } else {
            throw new Error("Error creating WebGL context.");
          }
        }
      }
    } catch (e) {
      error("WebGLRenderer: " + e.message);
      throw e;
    }
    let extensions, capabilities, state, info;
    let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
    let programCache, materials, renderLists, renderStates, clipping, shadowMap;
    let background, morphtargets, bufferRenderer, indexedBufferRenderer;
    let utils, bindingStates, uniformsGroups;
    function initGLContext() {
      extensions = new WebGLExtensions(_gl);
      extensions.init();
      utils = new WebGLUtils(_gl, extensions);
      capabilities = new WebGLCapabilities(_gl, extensions, parameters, utils);
      state = new WebGLState(_gl, extensions);
      if (capabilities.reversedDepthBuffer && reversedDepthBuffer) {
        state.buffers.depth.setReversed(true);
      }
      info = new WebGLInfo(_gl);
      properties = new WebGLProperties();
      textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
      cubemaps = new WebGLCubeMaps(_this);
      cubeuvmaps = new WebGLCubeUVMaps(_this);
      attributes = new WebGLAttributes(_gl);
      bindingStates = new WebGLBindingStates(_gl, attributes);
      geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
      objects = new WebGLObjects(_gl, geometries, attributes, info);
      morphtargets = new WebGLMorphtargets(_gl, capabilities, textures);
      clipping = new WebGLClipping(properties);
      programCache = new WebGLPrograms(_this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping);
      materials = new WebGLMaterials(_this, properties);
      renderLists = new WebGLRenderLists();
      renderStates = new WebGLRenderStates(extensions);
      background = new WebGLBackground(_this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha);
      shadowMap = new WebGLShadowMap(_this, objects, capabilities);
      uniformsGroups = new WebGLUniformsGroups(_gl, info, capabilities, state);
      bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info);
      indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info);
      info.programs = programCache.programs;
      _this.capabilities = capabilities;
      _this.extensions = extensions;
      _this.properties = properties;
      _this.renderLists = renderLists;
      _this.shadowMap = shadowMap;
      _this.state = state;
      _this.info = info;
    }
    initGLContext();
    if (_outputBufferType !== UnsignedByteType) {
      output = new WebGLOutput(_outputBufferType, canvas.width, canvas.height, depth, stencil);
    }
    const xr = new WebXRManager(_this, _gl);
    this.xr = xr;
    this.getContext = function() {
      return _gl;
    };
    this.getContextAttributes = function() {
      return _gl.getContextAttributes();
    };
    this.forceContextLoss = function() {
      const extension = extensions.get("WEBGL_lose_context");
      if (extension) extension.loseContext();
    };
    this.forceContextRestore = function() {
      const extension = extensions.get("WEBGL_lose_context");
      if (extension) extension.restoreContext();
    };
    this.getPixelRatio = function() {
      return _pixelRatio;
    };
    this.setPixelRatio = function(value) {
      if (value === void 0) return;
      _pixelRatio = value;
      this.setSize(_width, _height, false);
    };
    this.getSize = function(target) {
      return target.set(_width, _height);
    };
    this.setSize = function(width, height, updateStyle = true) {
      if (xr.isPresenting) {
        warn("WebGLRenderer: Can't change size while VR device is presenting.");
        return;
      }
      _width = width;
      _height = height;
      canvas.width = Math.floor(width * _pixelRatio);
      canvas.height = Math.floor(height * _pixelRatio);
      if (updateStyle === true) {
        canvas.style.width = width + "px";
        canvas.style.height = height + "px";
      }
      if (output !== null) {
        output.setSize(canvas.width, canvas.height);
      }
      this.setViewport(0, 0, width, height);
    };
    this.getDrawingBufferSize = function(target) {
      return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
    };
    this.setDrawingBufferSize = function(width, height, pixelRatio) {
      _width = width;
      _height = height;
      _pixelRatio = pixelRatio;
      canvas.width = Math.floor(width * pixelRatio);
      canvas.height = Math.floor(height * pixelRatio);
      this.setViewport(0, 0, width, height);
    };
    this.setEffects = function(effects) {
      if (_outputBufferType === UnsignedByteType) {
        console.error("THREE.WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.");
        return;
      }
      if (effects) {
        for (let i = 0; i < effects.length; i++) {
          if (effects[i].isOutputPass === true) {
            console.warn("THREE.WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.");
            break;
          }
        }
      }
      output.setEffects(effects || []);
    };
    this.getCurrentViewport = function(target) {
      return target.copy(_currentViewport);
    };
    this.getViewport = function(target) {
      return target.copy(_viewport);
    };
    this.setViewport = function(x, y, width, height) {
      if (x.isVector4) {
        _viewport.set(x.x, x.y, x.z, x.w);
      } else {
        _viewport.set(x, y, width, height);
      }
      state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).round());
    };
    this.getScissor = function(target) {
      return target.copy(_scissor);
    };
    this.setScissor = function(x, y, width, height) {
      if (x.isVector4) {
        _scissor.set(x.x, x.y, x.z, x.w);
      } else {
        _scissor.set(x, y, width, height);
      }
      state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).round());
    };
    this.getScissorTest = function() {
      return _scissorTest;
    };
    this.setScissorTest = function(boolean) {
      state.setScissorTest(_scissorTest = boolean);
    };
    this.setOpaqueSort = function(method) {
      _opaqueSort = method;
    };
    this.setTransparentSort = function(method) {
      _transparentSort = method;
    };
    this.getClearColor = function(target) {
      return target.copy(background.getClearColor());
    };
    this.setClearColor = function() {
      background.setClearColor(...arguments);
    };
    this.getClearAlpha = function() {
      return background.getClearAlpha();
    };
    this.setClearAlpha = function() {
      background.setClearAlpha(...arguments);
    };
    this.clear = function(color = true, depth2 = true, stencil2 = true) {
      let bits = 0;
      if (color) {
        let isIntegerFormat = false;
        if (_currentRenderTarget !== null) {
          const targetFormat = _currentRenderTarget.texture.format;
          isIntegerFormat = INTEGER_FORMATS.has(targetFormat);
        }
        if (isIntegerFormat) {
          const targetType = _currentRenderTarget.texture.type;
          const isUnsignedType = UNSIGNED_TYPES.has(targetType);
          const clearColor = background.getClearColor();
          const a = background.getClearAlpha();
          const r = clearColor.r;
          const g = clearColor.g;
          const b = clearColor.b;
          if (isUnsignedType) {
            uintClearColor[0] = r;
            uintClearColor[1] = g;
            uintClearColor[2] = b;
            uintClearColor[3] = a;
            _gl.clearBufferuiv(_gl.COLOR, 0, uintClearColor);
          } else {
            intClearColor[0] = r;
            intClearColor[1] = g;
            intClearColor[2] = b;
            intClearColor[3] = a;
            _gl.clearBufferiv(_gl.COLOR, 0, intClearColor);
          }
        } else {
          bits |= _gl.COLOR_BUFFER_BIT;
        }
      }
      if (depth2) {
        bits |= _gl.DEPTH_BUFFER_BIT;
      }
      if (stencil2) {
        bits |= _gl.STENCIL_BUFFER_BIT;
        this.state.buffers.stencil.setMask(4294967295);
      }
      _gl.clear(bits);
    };
    this.clearColor = function() {
      this.clear(true, false, false);
    };
    this.clearDepth = function() {
      this.clear(false, true, false);
    };
    this.clearStencil = function() {
      this.clear(false, false, true);
    };
    this.dispose = function() {
      canvas.removeEventListener("webglcontextlost", onContextLost, false);
      canvas.removeEventListener("webglcontextrestored", onContextRestore, false);
      canvas.removeEventListener("webglcontextcreationerror", onContextCreationError, false);
      background.dispose();
      renderLists.dispose();
      renderStates.dispose();
      properties.dispose();
      cubemaps.dispose();
      cubeuvmaps.dispose();
      objects.dispose();
      bindingStates.dispose();
      uniformsGroups.dispose();
      programCache.dispose();
      xr.dispose();
      xr.removeEventListener("sessionstart", onXRSessionStart);
      xr.removeEventListener("sessionend", onXRSessionEnd);
      animation.stop();
    };
    function onContextLost(event) {
      event.preventDefault();
      log("WebGLRenderer: Context Lost.");
      _isContextLost = true;
    }
    function onContextRestore() {
      log("WebGLRenderer: Context Restored.");
      _isContextLost = false;
      const infoAutoReset = info.autoReset;
      const shadowMapEnabled = shadowMap.enabled;
      const shadowMapAutoUpdate = shadowMap.autoUpdate;
      const shadowMapNeedsUpdate = shadowMap.needsUpdate;
      const shadowMapType = shadowMap.type;
      initGLContext();
      info.autoReset = infoAutoReset;
      shadowMap.enabled = shadowMapEnabled;
      shadowMap.autoUpdate = shadowMapAutoUpdate;
      shadowMap.needsUpdate = shadowMapNeedsUpdate;
      shadowMap.type = shadowMapType;
    }
    function onContextCreationError(event) {
      error("WebGLRenderer: A WebGL context could not be created. Reason: ", event.statusMessage);
    }
    function onMaterialDispose(event) {
      const material = event.target;
      material.removeEventListener("dispose", onMaterialDispose);
      deallocateMaterial(material);
    }
    function deallocateMaterial(material) {
      releaseMaterialProgramReferences(material);
      properties.remove(material);
    }
    function releaseMaterialProgramReferences(material) {
      const programs = properties.get(material).programs;
      if (programs !== void 0) {
        programs.forEach(function(program) {
          programCache.releaseProgram(program);
        });
        if (material.isShaderMaterial) {
          programCache.releaseShaderCache(material);
        }
      }
    }
    this.renderBufferDirect = function(camera, scene, geometry, material, object, group) {
      if (scene === null) scene = _emptyScene;
      const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
      const program = setProgram(camera, scene, geometry, material, object);
      state.setMaterial(material, frontFaceCW);
      let index = geometry.index;
      let rangeFactor = 1;
      if (material.wireframe === true) {
        index = geometries.getWireframeAttribute(geometry);
        if (index === void 0) return;
        rangeFactor = 2;
      }
      const drawRange = geometry.drawRange;
      const position = geometry.attributes.position;
      let drawStart = drawRange.start * rangeFactor;
      let drawEnd = (drawRange.start + drawRange.count) * rangeFactor;
      if (group !== null) {
        drawStart = Math.max(drawStart, group.start * rangeFactor);
        drawEnd = Math.min(drawEnd, (group.start + group.count) * rangeFactor);
      }
      if (index !== null) {
        drawStart = Math.max(drawStart, 0);
        drawEnd = Math.min(drawEnd, index.count);
      } else if (position !== void 0 && position !== null) {
        drawStart = Math.max(drawStart, 0);
        drawEnd = Math.min(drawEnd, position.count);
      }
      const drawCount = drawEnd - drawStart;
      if (drawCount < 0 || drawCount === Infinity) return;
      bindingStates.setup(object, material, program, geometry, index);
      let attribute;
      let renderer = bufferRenderer;
      if (index !== null) {
        attribute = attributes.get(index);
        renderer = indexedBufferRenderer;
        renderer.setIndex(attribute);
      }
      if (object.isMesh) {
        if (material.wireframe === true) {
          state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
          renderer.setMode(_gl.LINES);
        } else {
          renderer.setMode(_gl.TRIANGLES);
        }
      } else if (object.isLine) {
        let lineWidth = material.linewidth;
        if (lineWidth === void 0) lineWidth = 1;
        state.setLineWidth(lineWidth * getTargetPixelRatio());
        if (object.isLineSegments) {
          renderer.setMode(_gl.LINES);
        } else if (object.isLineLoop) {
          renderer.setMode(_gl.LINE_LOOP);
        } else {
          renderer.setMode(_gl.LINE_STRIP);
        }
      } else if (object.isPoints) {
        renderer.setMode(_gl.POINTS);
      } else if (object.isSprite) {
        renderer.setMode(_gl.TRIANGLES);
      }
      if (object.isBatchedMesh) {
        if (object._multiDrawInstances !== null) {
          warnOnce("WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.");
          renderer.renderMultiDrawInstances(object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances);
        } else {
          if (!extensions.get("WEBGL_multi_draw")) {
            const starts = object._multiDrawStarts;
            const counts = object._multiDrawCounts;
            const drawCount2 = object._multiDrawCount;
            const bytesPerElement = index ? attributes.get(index).bytesPerElement : 1;
            const uniforms = properties.get(material).currentProgram.getUniforms();
            for (let i = 0; i < drawCount2; i++) {
              uniforms.setValue(_gl, "_gl_DrawID", i);
              renderer.render(starts[i] / bytesPerElement, counts[i]);
            }
          } else {
            renderer.renderMultiDraw(object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount);
          }
        }
      } else if (object.isInstancedMesh) {
        renderer.renderInstances(drawStart, drawCount, object.count);
      } else if (geometry.isInstancedBufferGeometry) {
        const maxInstanceCount = geometry._maxInstanceCount !== void 0 ? geometry._maxInstanceCount : Infinity;
        const instanceCount = Math.min(geometry.instanceCount, maxInstanceCount);
        renderer.renderInstances(drawStart, drawCount, instanceCount);
      } else {
        renderer.render(drawStart, drawCount);
      }
    };
    function prepareMaterial(material, scene, object) {
      if (material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false) {
        material.side = BackSide;
        material.needsUpdate = true;
        getProgram(material, scene, object);
        material.side = FrontSide;
        material.needsUpdate = true;
        getProgram(material, scene, object);
        material.side = DoubleSide;
      } else {
        getProgram(material, scene, object);
      }
    }
    this.compile = function(scene, camera, targetScene = null) {
      if (targetScene === null) targetScene = scene;
      currentRenderState = renderStates.get(targetScene);
      currentRenderState.init(camera);
      renderStateStack.push(currentRenderState);
      targetScene.traverseVisible(function(object) {
        if (object.isLight && object.layers.test(camera.layers)) {
          currentRenderState.pushLight(object);
          if (object.castShadow) {
            currentRenderState.pushShadow(object);
          }
        }
      });
      if (scene !== targetScene) {
        scene.traverseVisible(function(object) {
          if (object.isLight && object.layers.test(camera.layers)) {
            currentRenderState.pushLight(object);
            if (object.castShadow) {
              currentRenderState.pushShadow(object);
            }
          }
        });
      }
      currentRenderState.setupLights();
      const materials2 = /* @__PURE__ */ new Set();
      scene.traverse(function(object) {
        if (!(object.isMesh || object.isPoints || object.isLine || object.isSprite)) {
          return;
        }
        const material = object.material;
        if (material) {
          if (Array.isArray(material)) {
            for (let i = 0; i < material.length; i++) {
              const material2 = material[i];
              prepareMaterial(material2, targetScene, object);
              materials2.add(material2);
            }
          } else {
            prepareMaterial(material, targetScene, object);
            materials2.add(material);
          }
        }
      });
      currentRenderState = renderStateStack.pop();
      return materials2;
    };
    this.compileAsync = function(scene, camera, targetScene = null) {
      const materials2 = this.compile(scene, camera, targetScene);
      return new Promise((resolve) => {
        function checkMaterialsReady() {
          materials2.forEach(function(material) {
            const materialProperties = properties.get(material);
            const program = materialProperties.currentProgram;
            if (program.isReady()) {
              materials2.delete(material);
            }
          });
          if (materials2.size === 0) {
            resolve(scene);
            return;
          }
          setTimeout(checkMaterialsReady, 10);
        }
        if (extensions.get("KHR_parallel_shader_compile") !== null) {
          checkMaterialsReady();
        } else {
          setTimeout(checkMaterialsReady, 10);
        }
      });
    };
    let onAnimationFrameCallback = null;
    function onAnimationFrame(time) {
      if (onAnimationFrameCallback) onAnimationFrameCallback(time);
    }
    function onXRSessionStart() {
      animation.stop();
    }
    function onXRSessionEnd() {
      animation.start();
    }
    const animation = new WebGLAnimation();
    animation.setAnimationLoop(onAnimationFrame);
    if (typeof self !== "undefined") animation.setContext(self);
    this.setAnimationLoop = function(callback) {
      onAnimationFrameCallback = callback;
      xr.setAnimationLoop(callback);
      callback === null ? animation.stop() : animation.start();
    };
    xr.addEventListener("sessionstart", onXRSessionStart);
    xr.addEventListener("sessionend", onXRSessionEnd);
    this.render = function(scene, camera) {
      if (camera !== void 0 && camera.isCamera !== true) {
        error("WebGLRenderer.render: camera is not an instance of THREE.Camera.");
        return;
      }
      if (_isContextLost === true) return;
      const isXRPresenting = xr.enabled === true && xr.isPresenting === true;
      const useOutput = output !== null && (_currentRenderTarget === null || isXRPresenting) && output.begin(_this, _currentRenderTarget);
      if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld();
      if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld();
      if (xr.enabled === true && xr.isPresenting === true && (output === null || output.isCompositing() === false)) {
        if (xr.cameraAutoUpdate === true) xr.updateCamera(camera);
        camera = xr.getCamera();
      }
      if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);
      currentRenderState = renderStates.get(scene, renderStateStack.length);
      currentRenderState.init(camera);
      renderStateStack.push(currentRenderState);
      _projScreenMatrix3.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
      _frustum2.setFromProjectionMatrix(_projScreenMatrix3, WebGLCoordinateSystem, camera.reversedDepth);
      _localClippingEnabled = this.localClippingEnabled;
      _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled);
      currentRenderList = renderLists.get(scene, renderListStack.length);
      currentRenderList.init();
      renderListStack.push(currentRenderList);
      if (xr.enabled === true && xr.isPresenting === true) {
        const depthSensingMesh = _this.xr.getDepthSensingMesh();
        if (depthSensingMesh !== null) {
          projectObject(depthSensingMesh, camera, -Infinity, _this.sortObjects);
        }
      }
      projectObject(scene, camera, 0, _this.sortObjects);
      currentRenderList.finish();
      if (_this.sortObjects === true) {
        currentRenderList.sort(_opaqueSort, _transparentSort);
      }
      _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;
      if (_renderBackground) {
        background.addToRenderList(currentRenderList, scene);
      }
      this.info.render.frame++;
      if (_clippingEnabled === true) clipping.beginShadows();
      const shadowsArray = currentRenderState.state.shadowsArray;
      shadowMap.render(shadowsArray, scene, camera);
      if (_clippingEnabled === true) clipping.endShadows();
      if (this.info.autoReset === true) this.info.reset();
      const skipSceneRender = useOutput && output.hasRenderPass();
      if (skipSceneRender === false) {
        const opaqueObjects = currentRenderList.opaque;
        const transmissiveObjects = currentRenderList.transmissive;
        currentRenderState.setupLights();
        if (camera.isArrayCamera) {
          const cameras = camera.cameras;
          if (transmissiveObjects.length > 0) {
            for (let i = 0, l = cameras.length; i < l; i++) {
              const camera2 = cameras[i];
              renderTransmissionPass(opaqueObjects, transmissiveObjects, scene, camera2);
            }
          }
          if (_renderBackground) background.render(scene);
          for (let i = 0, l = cameras.length; i < l; i++) {
            const camera2 = cameras[i];
            renderScene(currentRenderList, scene, camera2, camera2.viewport);
          }
        } else {
          if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, transmissiveObjects, scene, camera);
          if (_renderBackground) background.render(scene);
          renderScene(currentRenderList, scene, camera);
        }
      }
      if (_currentRenderTarget !== null && _currentActiveMipmapLevel === 0) {
        textures.updateMultisampleRenderTarget(_currentRenderTarget);
        textures.updateRenderTargetMipmap(_currentRenderTarget);
      }
      if (useOutput) {
        output.end(_this);
      }
      if (scene.isScene === true) scene.onAfterRender(_this, scene, camera);
      bindingStates.resetDefaultState();
      _currentMaterialId = -1;
      _currentCamera = null;
      renderStateStack.pop();
      if (renderStateStack.length > 0) {
        currentRenderState = renderStateStack[renderStateStack.length - 1];
        if (_clippingEnabled === true) clipping.setGlobalState(_this.clippingPlanes, currentRenderState.state.camera);
      } else {
        currentRenderState = null;
      }
      renderListStack.pop();
      if (renderListStack.length > 0) {
        currentRenderList = renderListStack[renderListStack.length - 1];
      } else {
        currentRenderList = null;
      }
    };
    function projectObject(object, camera, groupOrder, sortObjects) {
      if (object.visible === false) return;
      const visible = object.layers.test(camera.layers);
      if (visible) {
        if (object.isGroup) {
          groupOrder = object.renderOrder;
        } else if (object.isLOD) {
          if (object.autoUpdate === true) object.update(camera);
        } else if (object.isLight) {
          currentRenderState.pushLight(object);
          if (object.castShadow) {
            currentRenderState.pushShadow(object);
          }
        } else if (object.isSprite) {
          if (!object.frustumCulled || _frustum2.intersectsSprite(object)) {
            if (sortObjects) {
              _vector4.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix3);
            }
            const geometry = objects.update(object);
            const material = object.material;
            if (material.visible) {
              currentRenderList.push(object, geometry, material, groupOrder, _vector4.z, null);
            }
          }
        } else if (object.isMesh || object.isLine || object.isPoints) {
          if (!object.frustumCulled || _frustum2.intersectsObject(object)) {
            const geometry = objects.update(object);
            const material = object.material;
            if (sortObjects) {
              if (object.boundingSphere !== void 0) {
                if (object.boundingSphere === null) object.computeBoundingSphere();
                _vector4.copy(object.boundingSphere.center);
              } else {
                if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
                _vector4.copy(geometry.boundingSphere.center);
              }
              _vector4.applyMatrix4(object.matrixWorld).applyMatrix4(_projScreenMatrix3);
            }
            if (Array.isArray(material)) {
              const groups = geometry.groups;
              for (let i = 0, l = groups.length; i < l; i++) {
                const group = groups[i];
                const groupMaterial = material[group.materialIndex];
                if (groupMaterial && groupMaterial.visible) {
                  currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector4.z, group);
                }
              }
            } else if (material.visible) {
              currentRenderList.push(object, geometry, material, groupOrder, _vector4.z, null);
            }
          }
        }
      }
      const children = object.children;
      for (let i = 0, l = children.length; i < l; i++) {
        projectObject(children[i], camera, groupOrder, sortObjects);
      }
    }
    function renderScene(currentRenderList2, scene, camera, viewport) {
      const { opaque: opaqueObjects, transmissive: transmissiveObjects, transparent: transparentObjects } = currentRenderList2;
      currentRenderState.setupLightsView(camera);
      if (_clippingEnabled === true) clipping.setGlobalState(_this.clippingPlanes, camera);
      if (viewport) state.viewport(_currentViewport.copy(viewport));
      if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
      if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
      if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
      state.buffers.depth.setTest(true);
      state.buffers.depth.setMask(true);
      state.buffers.color.setMask(true);
      state.setPolygonOffset(false);
    }
    function renderTransmissionPass(opaqueObjects, transmissiveObjects, scene, camera) {
      const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
      if (overrideMaterial !== null) {
        return;
      }
      if (currentRenderState.state.transmissionRenderTarget[camera.id] === void 0) {
        const hasHalfFloatSupport = extensions.has("EXT_color_buffer_half_float") || extensions.has("EXT_color_buffer_float");
        currentRenderState.state.transmissionRenderTarget[camera.id] = new WebGLRenderTarget(1, 1, {
          generateMipmaps: true,
          type: hasHalfFloatSupport ? HalfFloatType : UnsignedByteType,
          minFilter: LinearMipmapLinearFilter,
          samples: capabilities.samples,
          stencilBuffer: stencil,
          resolveDepthBuffer: false,
          resolveStencilBuffer: false,
          colorSpace: ColorManagement.workingColorSpace
        });
      }
      const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[camera.id];
      const activeViewport = camera.viewport || _currentViewport;
      transmissionRenderTarget.setSize(activeViewport.z * _this.transmissionResolutionScale, activeViewport.w * _this.transmissionResolutionScale);
      const currentRenderTarget = _this.getRenderTarget();
      const currentActiveCubeFace = _this.getActiveCubeFace();
      const currentActiveMipmapLevel = _this.getActiveMipmapLevel();
      _this.setRenderTarget(transmissionRenderTarget);
      _this.getClearColor(_currentClearColor);
      _currentClearAlpha = _this.getClearAlpha();
      if (_currentClearAlpha < 1) _this.setClearColor(16777215, 0.5);
      _this.clear();
      if (_renderBackground) background.render(scene);
      const currentToneMapping = _this.toneMapping;
      _this.toneMapping = NoToneMapping;
      const currentCameraViewport = camera.viewport;
      if (camera.viewport !== void 0) camera.viewport = void 0;
      currentRenderState.setupLightsView(camera);
      if (_clippingEnabled === true) clipping.setGlobalState(_this.clippingPlanes, camera);
      renderObjects(opaqueObjects, scene, camera);
      textures.updateMultisampleRenderTarget(transmissionRenderTarget);
      textures.updateRenderTargetMipmap(transmissionRenderTarget);
      if (extensions.has("WEBGL_multisampled_render_to_texture") === false) {
        let renderTargetNeedsUpdate = false;
        for (let i = 0, l = transmissiveObjects.length; i < l; i++) {
          const renderItem = transmissiveObjects[i];
          const { object, geometry, material, group } = renderItem;
          if (material.side === DoubleSide && object.layers.test(camera.layers)) {
            const currentSide = material.side;
            material.side = BackSide;
            material.needsUpdate = true;
            renderObject(object, scene, camera, geometry, material, group);
            material.side = currentSide;
            material.needsUpdate = true;
            renderTargetNeedsUpdate = true;
          }
        }
        if (renderTargetNeedsUpdate === true) {
          textures.updateMultisampleRenderTarget(transmissionRenderTarget);
          textures.updateRenderTargetMipmap(transmissionRenderTarget);
        }
      }
      _this.setRenderTarget(currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel);
      _this.setClearColor(_currentClearColor, _currentClearAlpha);
      if (currentCameraViewport !== void 0) camera.viewport = currentCameraViewport;
      _this.toneMapping = currentToneMapping;
    }
    function renderObjects(renderList, scene, camera) {
      const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
      for (let i = 0, l = renderList.length; i < l; i++) {
        const renderItem = renderList[i];
        const { object, geometry, group } = renderItem;
        let material = renderItem.material;
        if (material.allowOverride === true && overrideMaterial !== null) {
          material = overrideMaterial;
        }
        if (object.layers.test(camera.layers)) {
          renderObject(object, scene, camera, geometry, material, group);
        }
      }
    }
    function renderObject(object, scene, camera, geometry, material, group) {
      object.onBeforeRender(_this, scene, camera, geometry, material, group);
      object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
      object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
      material.onBeforeRender(_this, scene, camera, geometry, object, group);
      if (material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false) {
        material.side = BackSide;
        material.needsUpdate = true;
        _this.renderBufferDirect(camera, scene, geometry, material, object, group);
        material.side = FrontSide;
        material.needsUpdate = true;
        _this.renderBufferDirect(camera, scene, geometry, material, object, group);
        material.side = DoubleSide;
      } else {
        _this.renderBufferDirect(camera, scene, geometry, material, object, group);
      }
      object.onAfterRender(_this, scene, camera, geometry, material, group);
    }
    function getProgram(material, scene, object) {
      if (scene.isScene !== true) scene = _emptyScene;
      const materialProperties = properties.get(material);
      const lights = currentRenderState.state.lights;
      const shadowsArray = currentRenderState.state.shadowsArray;
      const lightsStateVersion = lights.state.version;
      const parameters2 = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
      const programCacheKey = programCache.getProgramCacheKey(parameters2);
      let programs = materialProperties.programs;
      materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
      materialProperties.fog = scene.fog;
      materialProperties.envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || materialProperties.environment);
      materialProperties.envMapRotation = materialProperties.environment !== null && material.envMap === null ? scene.environmentRotation : material.envMapRotation;
      if (programs === void 0) {
        material.addEventListener("dispose", onMaterialDispose);
        programs = /* @__PURE__ */ new Map();
        materialProperties.programs = programs;
      }
      let program = programs.get(programCacheKey);
      if (program !== void 0) {
        if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {
          updateCommonMaterialProperties(material, parameters2);
          return program;
        }
      } else {
        parameters2.uniforms = programCache.getUniforms(material);
        material.onBeforeCompile(parameters2, _this);
        program = programCache.acquireProgram(parameters2, programCacheKey);
        programs.set(programCacheKey, program);
        materialProperties.uniforms = parameters2.uniforms;
      }
      const uniforms = materialProperties.uniforms;
      if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
        uniforms.clippingPlanes = clipping.uniform;
      }
      updateCommonMaterialProperties(material, parameters2);
      materialProperties.needsLights = materialNeedsLights(material);
      materialProperties.lightsStateVersion = lightsStateVersion;
      if (materialProperties.needsLights) {
        uniforms.ambientLightColor.value = lights.state.ambient;
        uniforms.lightProbe.value = lights.state.probe;
        uniforms.directionalLights.value = lights.state.directional;
        uniforms.directionalLightShadows.value = lights.state.directionalShadow;
        uniforms.spotLights.value = lights.state.spot;
        uniforms.spotLightShadows.value = lights.state.spotShadow;
        uniforms.rectAreaLights.value = lights.state.rectArea;
        uniforms.ltc_1.value = lights.state.rectAreaLTC1;
        uniforms.ltc_2.value = lights.state.rectAreaLTC2;
        uniforms.pointLights.value = lights.state.point;
        uniforms.pointLightShadows.value = lights.state.pointShadow;
        uniforms.hemisphereLights.value = lights.state.hemi;
        uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
        uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
        uniforms.spotShadowMap.value = lights.state.spotShadowMap;
        uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
        uniforms.spotLightMap.value = lights.state.spotLightMap;
        uniforms.pointShadowMap.value = lights.state.pointShadowMap;
        uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
      }
      materialProperties.currentProgram = program;
      materialProperties.uniformsList = null;
      return program;
    }
    function getUniformList(materialProperties) {
      if (materialProperties.uniformsList === null) {
        const progUniforms = materialProperties.currentProgram.getUniforms();
        materialProperties.uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, materialProperties.uniforms);
      }
      return materialProperties.uniformsList;
    }
    function updateCommonMaterialProperties(material, parameters2) {
      const materialProperties = properties.get(material);
      materialProperties.outputColorSpace = parameters2.outputColorSpace;
      materialProperties.batching = parameters2.batching;
      materialProperties.batchingColor = parameters2.batchingColor;
      materialProperties.instancing = parameters2.instancing;
      materialProperties.instancingColor = parameters2.instancingColor;
      materialProperties.instancingMorph = parameters2.instancingMorph;
      materialProperties.skinning = parameters2.skinning;
      materialProperties.morphTargets = parameters2.morphTargets;
      materialProperties.morphNormals = parameters2.morphNormals;
      materialProperties.morphColors = parameters2.morphColors;
      materialProperties.morphTargetsCount = parameters2.morphTargetsCount;
      materialProperties.numClippingPlanes = parameters2.numClippingPlanes;
      materialProperties.numIntersection = parameters2.numClipIntersection;
      materialProperties.vertexAlphas = parameters2.vertexAlphas;
      materialProperties.vertexTangents = parameters2.vertexTangents;
      materialProperties.toneMapping = parameters2.toneMapping;
    }
    function setProgram(camera, scene, geometry, material, object) {
      if (scene.isScene !== true) scene = _emptyScene;
      textures.resetTextureUnits();
      const fog = scene.fog;
      const environment = material.isMeshStandardMaterial ? scene.environment : null;
      const colorSpace = _currentRenderTarget === null ? _this.outputColorSpace : _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace;
      const envMap = (material.isMeshStandardMaterial ? cubeuvmaps : cubemaps).get(material.envMap || environment);
      const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4;
      const vertexTangents = !!geometry.attributes.tangent && (!!material.normalMap || material.anisotropy > 0);
      const morphTargets = !!geometry.morphAttributes.position;
      const morphNormals = !!geometry.morphAttributes.normal;
      const morphColors = !!geometry.morphAttributes.color;
      let toneMapping = NoToneMapping;
      if (material.toneMapped) {
        if (_currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true) {
          toneMapping = _this.toneMapping;
        }
      }
      const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
      const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;
      const materialProperties = properties.get(material);
      const lights = currentRenderState.state.lights;
      if (_clippingEnabled === true) {
        if (_localClippingEnabled === true || camera !== _currentCamera) {
          const useCache = camera === _currentCamera && material.id === _currentMaterialId;
          clipping.setState(material, camera, useCache);
        }
      }
      let needsProgramChange = false;
      if (material.version === materialProperties.__version) {
        if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
          needsProgramChange = true;
        } else if (materialProperties.outputColorSpace !== colorSpace) {
          needsProgramChange = true;
        } else if (object.isBatchedMesh && materialProperties.batching === false) {
          needsProgramChange = true;
        } else if (!object.isBatchedMesh && materialProperties.batching === true) {
          needsProgramChange = true;
        } else if (object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null) {
          needsProgramChange = true;
        } else if (object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null) {
          needsProgramChange = true;
        } else if (object.isInstancedMesh && materialProperties.instancing === false) {
          needsProgramChange = true;
        } else if (!object.isInstancedMesh && materialProperties.instancing === true) {
          needsProgramChange = true;
        } else if (object.isSkinnedMesh && materialProperties.skinning === false) {
          needsProgramChange = true;
        } else if (!object.isSkinnedMesh && materialProperties.skinning === true) {
          needsProgramChange = true;
        } else if (object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null) {
          needsProgramChange = true;
        } else if (object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null) {
          needsProgramChange = true;
        } else if (object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null) {
          needsProgramChange = true;
        } else if (object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null) {
          needsProgramChange = true;
        } else if (materialProperties.envMap !== envMap) {
          needsProgramChange = true;
        } else if (material.fog === true && materialProperties.fog !== fog) {
          needsProgramChange = true;
        } else if (materialProperties.numClippingPlanes !== void 0 && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
          needsProgramChange = true;
        } else if (materialProperties.vertexAlphas !== vertexAlphas) {
          needsProgramChange = true;
        } else if (materialProperties.vertexTangents !== vertexTangents) {
          needsProgramChange = true;
        } else if (materialProperties.morphTargets !== morphTargets) {
          needsProgramChange = true;
        } else if (materialProperties.morphNormals !== morphNormals) {
          needsProgramChange = true;
        } else if (materialProperties.morphColors !== morphColors) {
          needsProgramChange = true;
        } else if (materialProperties.toneMapping !== toneMapping) {
          needsProgramChange = true;
        } else if (materialProperties.morphTargetsCount !== morphTargetsCount) {
          needsProgramChange = true;
        }
      } else {
        needsProgramChange = true;
        materialProperties.__version = material.version;
      }
      let program = materialProperties.currentProgram;
      if (needsProgramChange === true) {
        program = getProgram(material, scene, object);
      }
      let refreshProgram = false;
      let refreshMaterial = false;
      let refreshLights = false;
      const p_uniforms = program.getUniforms(), m_uniforms = materialProperties.uniforms;
      if (state.useProgram(program.program)) {
        refreshProgram = true;
        refreshMaterial = true;
        refreshLights = true;
      }
      if (material.id !== _currentMaterialId) {
        _currentMaterialId = material.id;
        refreshMaterial = true;
      }
      if (refreshProgram || _currentCamera !== camera) {
        const reversedDepthBuffer2 = state.buffers.depth.getReversed();
        if (reversedDepthBuffer2 && camera.reversedDepth !== true) {
          camera._reversedDepth = true;
          camera.updateProjectionMatrix();
        }
        p_uniforms.setValue(_gl, "projectionMatrix", camera.projectionMatrix);
        p_uniforms.setValue(_gl, "viewMatrix", camera.matrixWorldInverse);
        const uCamPos = p_uniforms.map.cameraPosition;
        if (uCamPos !== void 0) {
          uCamPos.setValue(_gl, _vector32.setFromMatrixPosition(camera.matrixWorld));
        }
        if (capabilities.logarithmicDepthBuffer) {
          p_uniforms.setValue(
            _gl,
            "logDepthBufFC",
            2 / (Math.log(camera.far + 1) / Math.LN2)
          );
        }
        if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
          p_uniforms.setValue(_gl, "isOrthographic", camera.isOrthographicCamera === true);
        }
        if (_currentCamera !== camera) {
          _currentCamera = camera;
          refreshMaterial = true;
          refreshLights = true;
        }
      }
      if (materialProperties.needsLights) {
        if (lights.state.directionalShadowMap.length > 0) {
          p_uniforms.setValue(_gl, "directionalShadowMap", lights.state.directionalShadowMap, textures);
        }
        if (lights.state.spotShadowMap.length > 0) {
          p_uniforms.setValue(_gl, "spotShadowMap", lights.state.spotShadowMap, textures);
        }
        if (lights.state.pointShadowMap.length > 0) {
          p_uniforms.setValue(_gl, "pointShadowMap", lights.state.pointShadowMap, textures);
        }
      }
      if (object.isSkinnedMesh) {
        p_uniforms.setOptional(_gl, object, "bindMatrix");
        p_uniforms.setOptional(_gl, object, "bindMatrixInverse");
        const skeleton = object.skeleton;
        if (skeleton) {
          if (skeleton.boneTexture === null) skeleton.computeBoneTexture();
          p_uniforms.setValue(_gl, "boneTexture", skeleton.boneTexture, textures);
        }
      }
      if (object.isBatchedMesh) {
        p_uniforms.setOptional(_gl, object, "batchingTexture");
        p_uniforms.setValue(_gl, "batchingTexture", object._matricesTexture, textures);
        p_uniforms.setOptional(_gl, object, "batchingIdTexture");
        p_uniforms.setValue(_gl, "batchingIdTexture", object._indirectTexture, textures);
        p_uniforms.setOptional(_gl, object, "batchingColorTexture");
        if (object._colorsTexture !== null) {
          p_uniforms.setValue(_gl, "batchingColorTexture", object._colorsTexture, textures);
        }
      }
      const morphAttributes = geometry.morphAttributes;
      if (morphAttributes.position !== void 0 || morphAttributes.normal !== void 0 || morphAttributes.color !== void 0) {
        morphtargets.update(object, geometry, program);
      }
      if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
        materialProperties.receiveShadow = object.receiveShadow;
        p_uniforms.setValue(_gl, "receiveShadow", object.receiveShadow);
      }
      if (material.isMeshGouraudMaterial && material.envMap !== null) {
        m_uniforms.envMap.value = envMap;
        m_uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap.isRenderTargetTexture === false ? -1 : 1;
      }
      if (material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null) {
        m_uniforms.envMapIntensity.value = scene.environmentIntensity;
      }
      if (m_uniforms.dfgLUT !== void 0) {
        m_uniforms.dfgLUT.value = getDFGLUT();
      }
      if (refreshMaterial) {
        p_uniforms.setValue(_gl, "toneMappingExposure", _this.toneMappingExposure);
        if (materialProperties.needsLights) {
          markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
        }
        if (fog && material.fog === true) {
          materials.refreshFogUniforms(m_uniforms, fog);
        }
        materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[camera.id]);
        WebGLUniforms.upload(_gl, getUniformList(materialProperties), m_uniforms, textures);
      }
      if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
        WebGLUniforms.upload(_gl, getUniformList(materialProperties), m_uniforms, textures);
        material.uniformsNeedUpdate = false;
      }
      if (material.isSpriteMaterial) {
        p_uniforms.setValue(_gl, "center", object.center);
      }
      p_uniforms.setValue(_gl, "modelViewMatrix", object.modelViewMatrix);
      p_uniforms.setValue(_gl, "normalMatrix", object.normalMatrix);
      p_uniforms.setValue(_gl, "modelMatrix", object.matrixWorld);
      if (material.isShaderMaterial || material.isRawShaderMaterial) {
        const groups = material.uniformsGroups;
        for (let i = 0, l = groups.length; i < l; i++) {
          const group = groups[i];
          uniformsGroups.update(group, program);
          uniformsGroups.bind(group, program);
        }
      }
      return program;
    }
    function markUniformsLightsNeedsUpdate(uniforms, value) {
      uniforms.ambientLightColor.needsUpdate = value;
      uniforms.lightProbe.needsUpdate = value;
      uniforms.directionalLights.needsUpdate = value;
      uniforms.directionalLightShadows.needsUpdate = value;
      uniforms.pointLights.needsUpdate = value;
      uniforms.pointLightShadows.needsUpdate = value;
      uniforms.spotLights.needsUpdate = value;
      uniforms.spotLightShadows.needsUpdate = value;
      uniforms.rectAreaLights.needsUpdate = value;
      uniforms.hemisphereLights.needsUpdate = value;
    }
    function materialNeedsLights(material) {
      return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
    }
    this.getActiveCubeFace = function() {
      return _currentActiveCubeFace;
    };
    this.getActiveMipmapLevel = function() {
      return _currentActiveMipmapLevel;
    };
    this.getRenderTarget = function() {
      return _currentRenderTarget;
    };
    this.setRenderTargetTextures = function(renderTarget, colorTexture, depthTexture) {
      const renderTargetProperties = properties.get(renderTarget);
      renderTargetProperties.__autoAllocateDepthBuffer = renderTarget.resolveDepthBuffer === false;
      if (renderTargetProperties.__autoAllocateDepthBuffer === false) {
        renderTargetProperties.__useRenderToTexture = false;
      }
      properties.get(renderTarget.texture).__webglTexture = colorTexture;
      properties.get(renderTarget.depthTexture).__webglTexture = renderTargetProperties.__autoAllocateDepthBuffer ? void 0 : depthTexture;
      renderTargetProperties.__hasExternalTextures = true;
    };
    this.setRenderTargetFramebuffer = function(renderTarget, defaultFramebuffer) {
      const renderTargetProperties = properties.get(renderTarget);
      renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
      renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === void 0;
    };
    const _scratchFrameBuffer = _gl.createFramebuffer();
    this.setRenderTarget = function(renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {
      _currentRenderTarget = renderTarget;
      _currentActiveCubeFace = activeCubeFace;
      _currentActiveMipmapLevel = activeMipmapLevel;
      let framebuffer = null;
      let isCube = false;
      let isRenderTarget3D = false;
      if (renderTarget) {
        const renderTargetProperties = properties.get(renderTarget);
        if (renderTargetProperties.__useDefaultFramebuffer !== void 0) {
          state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
          _currentViewport.copy(renderTarget.viewport);
          _currentScissor.copy(renderTarget.scissor);
          _currentScissorTest = renderTarget.scissorTest;
          state.viewport(_currentViewport);
          state.scissor(_currentScissor);
          state.setScissorTest(_currentScissorTest);
          _currentMaterialId = -1;
          return;
        } else if (renderTargetProperties.__webglFramebuffer === void 0) {
          textures.setupRenderTarget(renderTarget);
        } else if (renderTargetProperties.__hasExternalTextures) {
          textures.rebindTextures(renderTarget, properties.get(renderTarget.texture).__webglTexture, properties.get(renderTarget.depthTexture).__webglTexture);
        } else if (renderTarget.depthBuffer) {
          const depthTexture = renderTarget.depthTexture;
          if (renderTargetProperties.__boundDepthTexture !== depthTexture) {
            if (depthTexture !== null && properties.has(depthTexture) && (renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height)) {
              throw new Error("WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.");
            }
            textures.setupDepthRenderbuffer(renderTarget);
          }
        }
        const texture = renderTarget.texture;
        if (texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture) {
          isRenderTarget3D = true;
        }
        const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
        if (renderTarget.isWebGLCubeRenderTarget) {
          if (Array.isArray(__webglFramebuffer[activeCubeFace])) {
            framebuffer = __webglFramebuffer[activeCubeFace][activeMipmapLevel];
          } else {
            framebuffer = __webglFramebuffer[activeCubeFace];
          }
          isCube = true;
        } else if (renderTarget.samples > 0 && textures.useMultisampledRTT(renderTarget) === false) {
          framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
        } else {
          if (Array.isArray(__webglFramebuffer)) {
            framebuffer = __webglFramebuffer[activeMipmapLevel];
          } else {
            framebuffer = __webglFramebuffer;
          }
        }
        _currentViewport.copy(renderTarget.viewport);
        _currentScissor.copy(renderTarget.scissor);
        _currentScissorTest = renderTarget.scissorTest;
      } else {
        _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
        _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
        _currentScissorTest = _scissorTest;
      }
      if (activeMipmapLevel !== 0) {
        framebuffer = _scratchFrameBuffer;
      }
      const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
      if (framebufferBound) {
        state.drawBuffers(renderTarget, framebuffer);
      }
      state.viewport(_currentViewport);
      state.scissor(_currentScissor);
      state.setScissorTest(_currentScissorTest);
      if (isCube) {
        const textureProperties = properties.get(renderTarget.texture);
        _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
      } else if (isRenderTarget3D) {
        const layer = activeCubeFace;
        for (let i = 0; i < renderTarget.textures.length; i++) {
          const textureProperties = properties.get(renderTarget.textures[i]);
          _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer);
        }
      } else if (renderTarget !== null && activeMipmapLevel !== 0) {
        const textureProperties = properties.get(renderTarget.texture);
        _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel);
      }
      _currentMaterialId = -1;
    };
    this.readRenderTargetPixels = function(renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0) {
      if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
        error("WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");
        return;
      }
      let framebuffer = properties.get(renderTarget).__webglFramebuffer;
      if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== void 0) {
        framebuffer = framebuffer[activeCubeFaceIndex];
      }
      if (framebuffer) {
        state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
        try {
          const texture = renderTarget.textures[textureIndex];
          const textureFormat = texture.format;
          const textureType = texture.type;
          if (!capabilities.textureFormatReadable(textureFormat)) {
            error("WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");
            return;
          }
          if (!capabilities.textureTypeReadable(textureType)) {
            error("WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");
            return;
          }
          if (x >= 0 && x <= renderTarget.width - width && (y >= 0 && y <= renderTarget.height - height)) {
            if (renderTarget.textures.length > 1) _gl.readBuffer(_gl.COLOR_ATTACHMENT0 + textureIndex);
            _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);
          }
        } finally {
          const framebuffer2 = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
          state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer2);
        }
      }
    };
    this.readRenderTargetPixelsAsync = async function(renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0) {
      if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
        throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");
      }
      let framebuffer = properties.get(renderTarget).__webglFramebuffer;
      if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== void 0) {
        framebuffer = framebuffer[activeCubeFaceIndex];
      }
      if (framebuffer) {
        if (x >= 0 && x <= renderTarget.width - width && (y >= 0 && y <= renderTarget.height - height)) {
          state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
          const texture = renderTarget.textures[textureIndex];
          const textureFormat = texture.format;
          const textureType = texture.type;
          if (!capabilities.textureFormatReadable(textureFormat)) {
            throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");
          }
          if (!capabilities.textureTypeReadable(textureType)) {
            throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");
          }
          const glBuffer = _gl.createBuffer();
          _gl.bindBuffer(_gl.PIXEL_PACK_BUFFER, glBuffer);
          _gl.bufferData(_gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ);
          if (renderTarget.textures.length > 1) _gl.readBuffer(_gl.COLOR_ATTACHMENT0 + textureIndex);
          _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), 0);
          const currFramebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
          state.bindFramebuffer(_gl.FRAMEBUFFER, currFramebuffer);
          const sync = _gl.fenceSync(_gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
          _gl.flush();
          await probeAsync(_gl, sync, 4);
          _gl.bindBuffer(_gl.PIXEL_PACK_BUFFER, glBuffer);
          _gl.getBufferSubData(_gl.PIXEL_PACK_BUFFER, 0, buffer);
          _gl.deleteBuffer(glBuffer);
          _gl.deleteSync(sync);
          return buffer;
        } else {
          throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.");
        }
      }
    };
    this.copyFramebufferToTexture = function(texture, position = null, level = 0) {
      const levelScale = Math.pow(2, -level);
      const width = Math.floor(texture.image.width * levelScale);
      const height = Math.floor(texture.image.height * levelScale);
      const x = position !== null ? position.x : 0;
      const y = position !== null ? position.y : 0;
      textures.setTexture2D(texture, 0);
      _gl.copyTexSubImage2D(_gl.TEXTURE_2D, level, 0, 0, x, y, width, height);
      state.unbindTexture();
    };
    const _srcFramebuffer = _gl.createFramebuffer();
    const _dstFramebuffer = _gl.createFramebuffer();
    this.copyTextureToTexture = function(srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = null) {
      if (dstLevel === null) {
        if (srcLevel !== 0) {
          warnOnce("WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels.");
          dstLevel = srcLevel;
          srcLevel = 0;
        } else {
          dstLevel = 0;
        }
      }
      let width, height, depth2, minX, minY, minZ;
      let dstX, dstY, dstZ;
      const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[dstLevel] : srcTexture.image;
      if (srcRegion !== null) {
        width = srcRegion.max.x - srcRegion.min.x;
        height = srcRegion.max.y - srcRegion.min.y;
        depth2 = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1;
        minX = srcRegion.min.x;
        minY = srcRegion.min.y;
        minZ = srcRegion.isBox3 ? srcRegion.min.z : 0;
      } else {
        const levelScale = Math.pow(2, -srcLevel);
        width = Math.floor(image.width * levelScale);
        height = Math.floor(image.height * levelScale);
        if (srcTexture.isDataArrayTexture) {
          depth2 = image.depth;
        } else if (srcTexture.isData3DTexture) {
          depth2 = Math.floor(image.depth * levelScale);
        } else {
          depth2 = 1;
        }
        minX = 0;
        minY = 0;
        minZ = 0;
      }
      if (dstPosition !== null) {
        dstX = dstPosition.x;
        dstY = dstPosition.y;
        dstZ = dstPosition.z;
      } else {
        dstX = 0;
        dstY = 0;
        dstZ = 0;
      }
      const glFormat = utils.convert(dstTexture.format);
      const glType = utils.convert(dstTexture.type);
      let glTarget;
      if (dstTexture.isData3DTexture) {
        textures.setTexture3D(dstTexture, 0);
        glTarget = _gl.TEXTURE_3D;
      } else if (dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture) {
        textures.setTexture2DArray(dstTexture, 0);
        glTarget = _gl.TEXTURE_2D_ARRAY;
      } else {
        textures.setTexture2D(dstTexture, 0);
        glTarget = _gl.TEXTURE_2D;
      }
      _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
      _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
      _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
      const currentUnpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH);
      const currentUnpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT);
      const currentUnpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS);
      const currentUnpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS);
      const currentUnpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES);
      _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);
      _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height);
      _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, minX);
      _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, minY);
      _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, minZ);
      const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture;
      const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture;
      if (srcTexture.isDepthTexture) {
        const srcTextureProperties = properties.get(srcTexture);
        const dstTextureProperties = properties.get(dstTexture);
        const srcRenderTargetProperties = properties.get(srcTextureProperties.__renderTarget);
        const dstRenderTargetProperties = properties.get(dstTextureProperties.__renderTarget);
        state.bindFramebuffer(_gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer);
        state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer);
        for (let i = 0; i < depth2; i++) {
          if (isSrc3D) {
            _gl.framebufferTextureLayer(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get(srcTexture).__webglTexture, srcLevel, minZ + i);
            _gl.framebufferTextureLayer(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get(dstTexture).__webglTexture, dstLevel, dstZ + i);
          }
          _gl.blitFramebuffer(minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST);
        }
        state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
        state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, null);
      } else if (srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has(srcTexture)) {
        const srcTextureProperties = properties.get(srcTexture);
        const dstTextureProperties = properties.get(dstTexture);
        state.bindFramebuffer(_gl.READ_FRAMEBUFFER, _srcFramebuffer);
        state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, _dstFramebuffer);
        for (let i = 0; i < depth2; i++) {
          if (isSrc3D) {
            _gl.framebufferTextureLayer(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i);
          } else {
            _gl.framebufferTexture2D(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel);
          }
          if (isDst3D) {
            _gl.framebufferTextureLayer(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i);
          } else {
            _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel);
          }
          if (srcLevel !== 0) {
            _gl.blitFramebuffer(minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST);
          } else if (isDst3D) {
            _gl.copyTexSubImage3D(glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height);
          } else {
            _gl.copyTexSubImage2D(glTarget, dstLevel, dstX, dstY, minX, minY, width, height);
          }
        }
        state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
        state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, null);
      } else {
        if (isDst3D) {
          if (srcTexture.isDataTexture || srcTexture.isData3DTexture) {
            _gl.texSubImage3D(glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth2, glFormat, glType, image.data);
          } else if (dstTexture.isCompressedArrayTexture) {
            _gl.compressedTexSubImage3D(glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth2, glFormat, image.data);
          } else {
            _gl.texSubImage3D(glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth2, glFormat, glType, image);
          }
        } else {
          if (srcTexture.isDataTexture) {
            _gl.texSubImage2D(_gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data);
          } else if (srcTexture.isCompressedTexture) {
            _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data);
          } else {
            _gl.texSubImage2D(_gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image);
          }
        }
      }
      _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, currentUnpackRowLen);
      _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight);
      _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels);
      _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows);
      _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages);
      if (dstLevel === 0 && dstTexture.generateMipmaps) {
        _gl.generateMipmap(glTarget);
      }
      state.unbindTexture();
    };
    this.initRenderTarget = function(target) {
      if (properties.get(target).__webglFramebuffer === void 0) {
        textures.setupRenderTarget(target);
      }
    };
    this.initTexture = function(texture) {
      if (texture.isCubeTexture) {
        textures.setTextureCube(texture, 0);
      } else if (texture.isData3DTexture) {
        textures.setTexture3D(texture, 0);
      } else if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) {
        textures.setTexture2DArray(texture, 0);
      } else {
        textures.setTexture2D(texture, 0);
      }
      state.unbindTexture();
    };
    this.resetState = function() {
      _currentActiveCubeFace = 0;
      _currentActiveMipmapLevel = 0;
      _currentRenderTarget = null;
      state.reset();
      bindingStates.reset();
    };
    if (typeof __THREE_DEVTOOLS__ !== "undefined") {
      __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe", { detail: this }));
    }
  }
  /**
   * Defines the coordinate system of the renderer.
   *
   * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`.
   *
   * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
   * @default WebGLCoordinateSystem
   * @readonly
   */
  get coordinateSystem() {
    return WebGLCoordinateSystem;
  }
  /**
   * Defines the output color space of the renderer.
   *
   * @type {SRGBColorSpace|LinearSRGBColorSpace}
   * @default SRGBColorSpace
   */
  get outputColorSpace() {
    return this._outputColorSpace;
  }
  set outputColorSpace(colorSpace) {
    this._outputColorSpace = colorSpace;
    const gl = this.getContext();
    gl.drawingBufferColorSpace = ColorManagement._getDrawingBufferColorSpace(colorSpace);
    gl.unpackColorSpace = ColorManagement._getUnpackColorSpace();
  }
};

export {
  REVISION,
  MOUSE,
  TOUCH,
  CullFaceNone,
  CullFaceBack,
  CullFaceFront,
  CullFaceFrontBack,
  BasicShadowMap,
  PCFShadowMap,
  PCFSoftShadowMap,
  VSMShadowMap,
  FrontSide,
  BackSide,
  DoubleSide,
  NoBlending,
  NormalBlending,
  AdditiveBlending,
  SubtractiveBlending,
  MultiplyBlending,
  CustomBlending,
  AddEquation,
  SubtractEquation,
  ReverseSubtractEquation,
  MinEquation,
  MaxEquation,
  ZeroFactor,
  OneFactor,
  SrcColorFactor,
  OneMinusSrcColorFactor,
  SrcAlphaFactor,
  OneMinusSrcAlphaFactor,
  DstAlphaFactor,
  OneMinusDstAlphaFactor,
  DstColorFactor,
  OneMinusDstColorFactor,
  SrcAlphaSaturateFactor,
  ConstantColorFactor,
  OneMinusConstantColorFactor,
  ConstantAlphaFactor,
  OneMinusConstantAlphaFactor,
  NeverDepth,
  AlwaysDepth,
  LessDepth,
  LessEqualDepth,
  EqualDepth,
  GreaterEqualDepth,
  GreaterDepth,
  NotEqualDepth,
  MultiplyOperation,
  MixOperation,
  AddOperation,
  NoToneMapping,
  LinearToneMapping,
  ReinhardToneMapping,
  CineonToneMapping,
  ACESFilmicToneMapping,
  CustomToneMapping,
  AgXToneMapping,
  NeutralToneMapping,
  AttachedBindMode,
  DetachedBindMode,
  UVMapping,
  CubeReflectionMapping,
  CubeRefractionMapping,
  EquirectangularReflectionMapping,
  EquirectangularRefractionMapping,
  CubeUVReflectionMapping,
  RepeatWrapping,
  ClampToEdgeWrapping,
  MirroredRepeatWrapping,
  NearestFilter,
  NearestMipmapNearestFilter,
  NearestMipMapNearestFilter,
  NearestMipmapLinearFilter,
  NearestMipMapLinearFilter,
  LinearFilter,
  LinearMipmapNearestFilter,
  LinearMipMapNearestFilter,
  LinearMipmapLinearFilter,
  LinearMipMapLinearFilter,
  UnsignedByteType,
  ByteType,
  ShortType,
  UnsignedShortType,
  IntType,
  UnsignedIntType,
  FloatType,
  HalfFloatType,
  UnsignedShort4444Type,
  UnsignedShort5551Type,
  UnsignedInt248Type,
  UnsignedInt5999Type,
  UnsignedInt101111Type,
  AlphaFormat,
  RGBFormat,
  RGBAFormat,
  DepthFormat,
  DepthStencilFormat,
  RedFormat,
  RedIntegerFormat,
  RGFormat,
  RGIntegerFormat,
  RGBIntegerFormat,
  RGBAIntegerFormat,
  RGB_S3TC_DXT1_Format,
  RGBA_S3TC_DXT1_Format,
  RGBA_S3TC_DXT3_Format,
  RGBA_S3TC_DXT5_Format,
  RGB_PVRTC_4BPPV1_Format,
  RGB_PVRTC_2BPPV1_Format,
  RGBA_PVRTC_4BPPV1_Format,
  RGBA_PVRTC_2BPPV1_Format,
  RGB_ETC1_Format,
  RGB_ETC2_Format,
  RGBA_ETC2_EAC_Format,
  R11_EAC_Format,
  SIGNED_R11_EAC_Format,
  RG11_EAC_Format,
  SIGNED_RG11_EAC_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_ASTC_10x5_Format,
  RGBA_ASTC_10x6_Format,
  RGBA_ASTC_10x8_Format,
  RGBA_ASTC_10x10_Format,
  RGBA_ASTC_12x10_Format,
  RGBA_ASTC_12x12_Format,
  RGBA_BPTC_Format,
  RGB_BPTC_SIGNED_Format,
  RGB_BPTC_UNSIGNED_Format,
  RED_RGTC1_Format,
  SIGNED_RED_RGTC1_Format,
  RED_GREEN_RGTC2_Format,
  SIGNED_RED_GREEN_RGTC2_Format,
  LoopOnce,
  LoopRepeat,
  LoopPingPong,
  InterpolateDiscrete,
  InterpolateLinear,
  InterpolateSmooth,
  ZeroCurvatureEnding,
  ZeroSlopeEnding,
  WrapAroundEnding,
  NormalAnimationBlendMode,
  AdditiveAnimationBlendMode,
  TrianglesDrawMode,
  TriangleStripDrawMode,
  TriangleFanDrawMode,
  BasicDepthPacking,
  RGBADepthPacking,
  RGBDepthPacking,
  RGDepthPacking,
  TangentSpaceNormalMap,
  ObjectSpaceNormalMap,
  NoColorSpace,
  SRGBColorSpace,
  LinearSRGBColorSpace,
  LinearTransfer,
  SRGBTransfer,
  NoNormalPacking,
  NormalRGPacking,
  NormalGAPacking,
  ZeroStencilOp,
  KeepStencilOp,
  ReplaceStencilOp,
  IncrementStencilOp,
  DecrementStencilOp,
  IncrementWrapStencilOp,
  DecrementWrapStencilOp,
  InvertStencilOp,
  NeverStencilFunc,
  LessStencilFunc,
  EqualStencilFunc,
  LessEqualStencilFunc,
  GreaterStencilFunc,
  NotEqualStencilFunc,
  GreaterEqualStencilFunc,
  AlwaysStencilFunc,
  NeverCompare,
  LessCompare,
  EqualCompare,
  LessEqualCompare,
  GreaterCompare,
  NotEqualCompare,
  GreaterEqualCompare,
  AlwaysCompare,
  StaticDrawUsage,
  DynamicDrawUsage,
  StreamDrawUsage,
  StaticReadUsage,
  DynamicReadUsage,
  StreamReadUsage,
  StaticCopyUsage,
  DynamicCopyUsage,
  StreamCopyUsage,
  GLSL1,
  GLSL3,
  WebGLCoordinateSystem,
  WebGPUCoordinateSystem,
  TimestampQuery,
  InterpolationSamplingType,
  InterpolationSamplingMode,
  createCanvasElement,
  setConsoleFunction,
  getConsoleFunction,
  log,
  warn,
  error,
  warnOnce,
  EventDispatcher,
  MathUtils,
  Vector2,
  Quaternion,
  Vector3,
  Matrix3,
  ColorManagement,
  ImageUtils,
  Source,
  Texture,
  Vector4,
  RenderTarget,
  WebGLRenderTarget,
  DataArrayTexture,
  WebGLArrayRenderTarget,
  Data3DTexture,
  WebGL3DRenderTarget,
  Box3,
  Sphere,
  Ray,
  Matrix4,
  Euler,
  Layers,
  Object3D,
  Triangle,
  Color,
  Material,
  MeshBasicMaterial,
  DataUtils,
  BufferAttribute,
  Int8BufferAttribute,
  Uint8BufferAttribute,
  Uint8ClampedBufferAttribute,
  Int16BufferAttribute,
  Uint16BufferAttribute,
  Int32BufferAttribute,
  Uint32BufferAttribute,
  Float16BufferAttribute,
  Float32BufferAttribute,
  BufferGeometry,
  Mesh,
  BoxGeometry,
  UniformsUtils,
  ShaderMaterial,
  Camera,
  PerspectiveCamera,
  CubeCamera,
  CubeTexture,
  WebGLCubeRenderTarget,
  Group,
  WebXRController,
  FogExp2,
  Fog,
  Scene,
  InterleavedBuffer,
  InterleavedBufferAttribute,
  SpriteMaterial,
  Sprite,
  LOD,
  SkinnedMesh,
  Bone,
  DataTexture,
  Skeleton,
  InstancedBufferAttribute,
  InstancedMesh,
  Plane,
  Frustum,
  FrustumArray,
  BatchedMesh,
  LineBasicMaterial,
  Line,
  LineSegments,
  LineLoop,
  PointsMaterial,
  Points,
  VideoTexture,
  VideoFrameTexture,
  FramebufferTexture,
  CompressedTexture,
  CompressedArrayTexture,
  CompressedCubeTexture,
  CanvasTexture,
  DepthTexture,
  CubeDepthTexture,
  ExternalTexture,
  CapsuleGeometry,
  CircleGeometry,
  CylinderGeometry,
  ConeGeometry,
  PolyhedronGeometry,
  DodecahedronGeometry,
  EdgesGeometry,
  Curve,
  EllipseCurve,
  ArcCurve,
  CatmullRomCurve3,
  CubicBezierCurve,
  CubicBezierCurve3,
  LineCurve,
  LineCurve3,
  QuadraticBezierCurve,
  QuadraticBezierCurve3,
  SplineCurve,
  CurvePath,
  Path,
  Shape,
  ShapeUtils,
  ExtrudeGeometry,
  IcosahedronGeometry,
  LatheGeometry,
  OctahedronGeometry,
  PlaneGeometry,
  RingGeometry,
  ShapeGeometry,
  SphereGeometry,
  TetrahedronGeometry,
  TorusGeometry,
  TorusKnotGeometry,
  TubeGeometry,
  WireframeGeometry,
  ShadowMaterial,
  RawShaderMaterial,
  MeshStandardMaterial,
  MeshPhysicalMaterial,
  MeshPhongMaterial,
  MeshToonMaterial,
  MeshNormalMaterial,
  MeshLambertMaterial,
  MeshDepthMaterial,
  MeshDistanceMaterial,
  MeshMatcapMaterial,
  LineDashedMaterial,
  AnimationUtils,
  Interpolant,
  CubicInterpolant,
  LinearInterpolant,
  DiscreteInterpolant,
  KeyframeTrack,
  BooleanKeyframeTrack,
  ColorKeyframeTrack,
  NumberKeyframeTrack,
  QuaternionLinearInterpolant,
  QuaternionKeyframeTrack,
  StringKeyframeTrack,
  VectorKeyframeTrack,
  AnimationClip,
  Cache,
  LoadingManager,
  DefaultLoadingManager,
  Loader,
  FileLoader,
  AnimationLoader,
  CompressedTextureLoader,
  ImageLoader,
  CubeTextureLoader,
  DataTextureLoader,
  TextureLoader,
  Light,
  HemisphereLight,
  SpotLight,
  PointLight,
  OrthographicCamera,
  DirectionalLight,
  AmbientLight,
  RectAreaLight,
  SphericalHarmonics3,
  LightProbe,
  MaterialLoader,
  LoaderUtils,
  InstancedBufferGeometry,
  BufferGeometryLoader,
  ObjectLoader,
  ImageBitmapLoader,
  AudioContext,
  AudioLoader,
  StereoCamera,
  ArrayCamera,
  Clock,
  AudioListener,
  Audio,
  PositionalAudio,
  AudioAnalyser,
  PropertyMixer,
  PropertyBinding,
  AnimationObjectGroup,
  AnimationAction,
  AnimationMixer,
  RenderTarget3D,
  Uniform,
  UniformsGroup,
  InstancedInterleavedBuffer,
  GLBufferAttribute,
  Raycaster,
  Timer,
  Spherical,
  Cylindrical,
  Matrix2,
  Box2,
  Line3,
  SpotLightHelper,
  SkeletonHelper,
  PointLightHelper,
  HemisphereLightHelper,
  GridHelper,
  PolarGridHelper,
  DirectionalLightHelper,
  CameraHelper,
  BoxHelper,
  Box3Helper,
  PlaneHelper,
  ArrowHelper,
  AxesHelper,
  ShapePath,
  Controls,
  TextureUtils,
  ShaderChunk,
  UniformsLib,
  ShaderLib,
  PMREMGenerator,
  WebGLUtils,
  WebGLRenderer
};
//# sourceMappingURL=chunk-XSTVJSXX.js.map
